Implications of Gamification for Student Learning Motivation: Meta-Analysis Study
Main Article Content
Abstract
Background of the study: Gamification is increasingly applied in education to stimulate engagement and motivation, yet empirical findings on its effectiveness remain mixed.
Aims: This study aims to determine the overall effect of gamification on students’ learning motivation and to examine whether education level, sample size, and publication year moderate this effect.
Methods: A meta-analysis was conducted using Scopus-indexed journal articles published between 2015–2024. Studies were included if they reported motivation outcomes with sample size, mean, and standard deviation. Effect sizes (Hedges’ g) were calculated and synthesized using a random-effects model with OpenMEE.
Results: Twenty-five articles (26 outcomes) met the criteria. Gamification demonstrated a significant and very strong overall effect on learning motivation (ES = 1.061). Moderator analysis showed stronger effects at the senior high school level, while the influences of sample size and publication year were comparatively smaller.
Conclusion: Gamification substantially enhances students’ learning motivation compared with non-gamified approaches. These results support the careful and contextual integration of gamified elements in teaching to optimize learner engagement and instructional quality.
Downloads
Article Details
Copyright (c) 2025 Mario Emilzoli, Asep Herry Hernawan, Hanoum R. Nadia, Gema Rullyana, Zahrani Putri Saidah, Lia Susanti, Muhamad Kosim Gifari

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
References
Ab. Rahman, R., Ahmad, S., & Hashim, U. R. (2018). The effectiveness of gamification technique for higher education students engagement in polytechnic Muadzam Shah Pahang, Malaysia. International Journal of Educational Technology in Higher Education, 15(1), 41. https://doi.org/10.1186/s41239-018-0123-0
Abdul Rahim, Aisyah Saad, Abu Ziden, Azidah, & Yap, Beow Keat. (2020). gamified-online-quizzes-pharmacy-student-perceptions-of-learning-in-an-undergraduate-medicinal-chemistry-course. Malaysian Journal of Pharmacy, 6(1), 6–12. https://doi.org/10.52494/QAWJ8258
Aldalur, I., & Perez, A. (2023). Gamification and discovery learning: Motivating and involving students in the learning process. Heliyon, 9(1), e13135. https://doi.org/10.1016/j.heliyon.2023.e13135
Alharthi. Saleh. (2020). Assessing Kahoot’s Impact on EFL Students’ Learning Outcomes. TESOL International Journal, 15(5), 31–64. Google Scholar
Alsawaier, R. S. (2018). The effect of gamification on motivation and engagement. The International Journal of Information and Learning Technology, 35(1), 56–79. https://doi.org/10.1108/IJILT-02-2017-0009
Alzahrani, F. K., & Alhalafawy, W. S. (2023). Gamification for Learning Sustainability in the Blackboard System: Motivators and Obstacles from Faculty Members’ Perspectives. Sustainability, 15(5), 4613. https://doi.org/10.3390/su15054613
Arlinwibowo, J., Retnawati, H., & Kartowagiran, B. (2022). The impact of ICT utilization to improve the learning outcome: A meta-analysis. International Journal of Evaluation and Research in Education (IJERE), 11(2), 522. https://doi.org/10.11591/ijere.v11i2.22112
Baas, J., Schotten, M., Plume, A., Côté, G., & Karimi, R. (2020). Scopus as a curated, high-quality bibliometric data source for academic research in quantitative science studies. Quantitative Science Studies, 1(1), 377–386. https://doi.org/10.1162/qss_a_00019
Bai, S., Hew, K. F., & Huang, B. (2020). Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts. Educational Research Review, 30, 100322. https://doi.org/10.1016/j.edurev.2020.100322
Baptista, G., & Oliveira, T. (2019). Gamification and serious games: A literature meta-analysis and integrative model. Computers in Human Behavior, 92, 306–315. https://doi.org/10.1016/j.chb.2018.11.030
Barr, D. J., Levy, R., Scheepers, C., & Tily, H. J. (2013). Random effects structure for confirmatory hypothesis testing: Keep it maximal. Journal of Memory and Language, 68(3), 255–278. https://doi.org/10.1016/j.jml.2012.11.001
Bolat, Y. I., & Taş, N. (2023). A meta-analysis on the effect of gamified-assessment tools’ on academic achievement in formal educational settings. Education and Information Technologies, 28(5), 5011–5039. https://doi.org/10.1007/s10639-022-11411-y
Borenstein, M., Hedges, L. V., Higgins, J. P. T., & Rothstein, H. R. (2010). A basic introduction to fixed-effect and random-effects models for meta-analysis. Research Synthesis Methods, 1(2), 97–111. https://doi.org/10.1002/jrsm.12
Borenstein, M., & Higgins, J. P. T. (2013). Meta-Analysis and Subgroups. Prevention Science, 14(2), 134–143. https://doi.org/10.1007/s11121-013-0377-7
Buckley, P., & Doyle, E. (2016). Gamification and student motivation. Interactive Learning Environments, 24(6), 1162–1175. https://doi.org/10.1080/10494820.2014.964263
Chu, M.-W., & Fowler, T. A. (2020). Gamification of Formative Feedback in Language Arts and Mathematics Classrooms. International Journal of Game-Based Learning, 10(1), 1–18. https://doi.org/10.4018/IJGBL.2020010101
D Cuervo-Cely, K., Restrepo-Calle, F., & J Ramírez-Echeverry, J. (2022). Effect of Gamification on the Motivation of Computer Programming Students. Journal of Information Technology Education: Research, 21, 001–023. https://doi.org/10.28945/4917
de Sousa Borges, S., Durelli, V. H. S., Reis, H. M., & Isotani, S. (2014). A systematic mapping on gamification applied to education. Proceedings of the 29th Annual ACM Symposium on Applied Computing, 216–222. https://doi.org/10.1145/2554850.2554956
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness. Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, 9–15. https://doi.org/10.1145/2181037.2181040
Ebrahimi, R., & Alhumairi, A. (2023). Investigating the Impact of Gamification in Education in an InternationalSchool in Oman: An Analysis of Students, Teachers. Association for the Advancement of Computing in Education (AACE)., 753–758. Google Scholar
Elshiekh, R., & Butgerit, L. (2017). Using Gamification to Teach Students Programming Concepts. OALib, 04(08), 1–7. https://doi.org/10.4236/oalib.1103803
Ferriz-Valero, A., Østerlie, O., García Martínez, S., & García-Jaén, M. (2020). Gamification in Physical Education: Evaluation of Impact on Motivation and Academic Performance within Higher Education. International Journal of Environmental Research and Public Health, 17(12), 4465. https://doi.org/10.3390/ijerph17124465
Fischer, C., Malycha, C. P., & Schafmann, E. (2019). The Influence of Intrinsic Motivation and Synergistic Extrinsic Motivators on Creativity and Innovation. Frontiers in Psychology, 10. https://doi.org/10.3389/fpsyg.2019.00137
Forssell, M., Hassan, L., Turunen, M., & Aura, I. (2023). Accessibility of Kahoot! And Quizizz. The 11th International Conference on Communities and Technologies (C&T), 75–84. https://doi.org/10.1145/3593743.3593760
Gurjanow, I., Oliveira, M., Zender, J., Santos, P. A., & Ludwig, M. (2019). Mathematics Trails: Shallow and Deep Gamification. International Journal of Serious Games, 6(3), 65–79. https://doi.org/10.17083/ijsg.v6i3.306
Kabilan, M. K., Annamalai, N., & Chuah, K.-M. (2023). Practices, purposes and challenges in integrating gamification using technology: A mixed-methods study on university academics. Education and Information Technologies, 28(11), 14249–14281. https://doi.org/10.1007/s10639-023-11723-7
Kapp, K. M. (2012). The Gamification of Learning and Instruction: Game-based Methods and Education. Google Scholar
Kaya, O. S., & Ercag, E. (2023). The impact of applying challenge-based gamification program on students’ learning outcomes: Academic achievement, motivation and flow. Education and Information Technologies, 28(8), 10053–10078. https://doi.org/10.1007/s10639-023-11585-z
Lee, J. J., & Hammer, J. (2011). Gamification in Education What, How, Why Bother? Academic Exchange Quarterly, 146. Google Scholar
Lipsey, M. W., & Wilson, D. B. (2001). The role of method in treatment effectiveness research: Evidence from meta-analysis. Psychological Methods, 413. Google Scholar
Lister, M. (2015). Gamification: The effect on student motivation and performance at the post-secondary level. Issues and Trends in Educational Technology, 3(2). https://doi.org/10.2458/azu_itet_v3i2_lister
Loganathan, P., Talib, C. A., Thoe, N. K., Aliyu, F., & Zawadski, R. (2019). Implementing Technology Infused Gamification in Science Classroom: A Systematic Review and Suggestions for Future Research. Learning Science and Mathematics, 60–73. Google Scholar
Lyons, R. M., Fox, G., & Stephens, S. (2023). Gamification to enhance engagement and higher order learning in entrepreneurial education. Education + Training, 65(3), 416–432. https://doi.org/10.1108/ET-05-2022-0204
Manzano-León, A., Camacho-Lazarraga, P., Guerrero, M. A., Guerrero-Puerta, L., Aguilar-Parra, J. M., Trigueros, R., & Alias, A. (2021). Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education. Sustainability, 13(4), 2247. https://doi.org/10.3390/su13042247
Marczewski, A. (2015). Even Ninja Monkeys like to play. In London: Blurb Inc (p. 28). Google Scholar
Moliner-Heredia, R., & Abellán-Nebot, J. V. (2023). Evaluation of the impact of gamification on students’ performance and engagement in manufacturing engineering courses. International Journal of Mechanical Engineering Education, 51(3), 174–193. https://doi.org/10.1177/03064190231160357
Mula-Falcón, J., Moya-Roselló, I., & Ruiz-Ariza, A. (2022). The Active Methodology of Gamification to Improve Motivation and Academic Performance in Educational Context: A Meta-Analysis. Review of European Studies, 14(2), 32. https://doi.org/10.5539/res.v14n2p32
Nyćkowiak, J., & Kołodziej, T. (2023). Gamification Potential in Traditional Social Research Methods. Knowledge On The Move. Studies on Mobile Social Education. Google Scholar
Oliveira, W., Hamari, J., Shi, L., Toda, A. M., Rodrigues, L., Palomino, P. T., & Isotani, S. (2023). Tailored gamification in education: A literature review and future agenda. Education and Information Technologies, 28(1), 373–406. https://doi.org/10.1007/s10639-022-11122-4
Pavlus, J. (2010). The Game of Life. Scientific American, 303(6), 43–44. https://doi.org/10.1038/scientificamerican1210-43
Pranckutė, R. (2021). Web of Science (WoS) and Scopus: The Titans of Bibliographic Information in Today’s Academic World. Publications, 9(1), 12. https://doi.org/10.3390/publications9010012
Qiao, S., Yeung, S. S., Zainuddin, Z., Ng, D. T. K., & Chu, S. K. W. (2023). Examining the effects of mixed and non‐digital gamification on students’ learning performance, cognitive engagement and course satisfaction. British Journal of Educational Technology, 54(1), 394–413. https://doi.org/10.1111/bjet.13249
Ritzhaupt, A. D., Huang, R., Sommer, M., Zhu, J., Stephen, A., Valle, N., Hampton, J., & Li, J. (2021). A meta-analysis on the influence of gamification in formal educational settings on affective and behavioral outcomes. Educational Technology Research and Development, 69(5), 2493–2522. https://doi.org/10.1007/s11423-021-10036-1
Romero-Rodriguez, L. M., Ramirez-Montoya, M. S., & Gonzalez, J. R. V. (2019). Gamification in MOOCs: Engagement Application Test in Energy Sustainability Courses. IEEE Access, 7, 32093–32101. https://doi.org/10.1109/ACCESS.2019.2903230
Ryan, R. M. et D. E. L. (2017). Self-determination theory. Basic psychological needs in motivation, development and wellness. New York, NY : Guilford Press. Revue Québécoise de Psychologie, 38(3), 231. https://doi.org/10.7202/1041847ar
Sadeghi, K., Sağlık, E., Mede, E., Samur, Y., & Comert, Z. (2022). The effects of implementing gamified instruction on vocabulary gain and motivation among language learners. Heliyon, 8(11), e11811. https://doi.org/10.1016/j.heliyon.2022.e11811
Sailer, M., & Sailer, M. (2021). Gamification of in‐class activities in flipped classroom lectures. British Journal of Educational Technology, 52(1), 75–90. https://doi.org/10.1111/bjet.12948
Sanmugam, M., Selvarajoo, A., & David, J. A. (2021). Effects of Gamified Learning on Students of Different Player Traits in Malaysia. Iafor Journal of Education, 9(6), 89–111. https://doi.org/10.22492/ije.9.6.05
Saraubon, K. (2021). Development and evaluation of a mobile game as an English learning tool for ESL learners. International Journal of Advanced And Applied Sciences, 8(7), 77–83. https://doi.org/10.21833/ijaas.2021.07.009
Wallace, B. C., Lajeunesse, M. J., Dietz, G., Dahabreh, I. J., Trikalinos, T. A., Schmid, C. H., & Gurevitch, J. (2017). Intuitive, open‐source software for meta‐analysis in ecology and evolutionary biology. Methods in Ecology and Evolution, 8(8), 941–947. https://doi.org/10.1111/2041-210X.12708
Zhan, Z., He, L., Tong, Y., Liang, X., Guo, S., & Lan, X. (2022). The effectiveness of gamification in programming education: Evidence from a meta-analysis. Computers and Education: Artificial Intelligence, 3, 100096. https://doi.org/10.1016/j.caeai.2022.100096
Mario Emilzoli