Gamification in Higher Education: A Case Study in Educational Sciences

Abstract Teachers are generally focused on optimizing the teaching–learning process and fostering high levels of student engagement, participation, and motivation. To address this challenge, this work presents a gamification experience implemented to teach content related to family involvement and educational programs in two courses —one at master’s degree and the other at bachelor’s degree level. A total of 354 students participated in the study and shared their perceptions regarding their learning, academic performance, participation, and motivation in relation to the gamification experience. The results indicate that students perceive the gamification experience as having a positive impact on all four areas. They expressed a preference for studying the subject through gamification rather than traditional methods. This paper highlights an experience that generates positive perceptions among students and encourages higher education instructors to incorporate gamification into their teaching methods and classroom dynamics.

Authors

Institutions

Publication Details

Journal
TechTrends
Published
2025-02-18
DOI
https://doi.org/10.1007/s11528-025-01056-2
Citations
12
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
41.34

Funders

Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Gamification in Higher Education: A Case Study in Educational Sciences

Elisa Santana‐Monagas, Juan Luis Núñez Alonso, José Alexis Alonso-Sánchez
12 citations
TechTrends
Educational Games and Gamification
41.34
article

Gamification in Higher Education: A Case Study in Educational Sciences

Elisa Santana‐Monagas, Juan Luis Núñez Alonso, José Alexis Alonso-Sánchez
article en
12 citations

Abstract

Abstract Teachers are generally focused on optimizing the teaching–learning process and fostering high levels of student engagement, participation, and motivation. To address this challenge, this work presents a gamification experience implemented to teach content related to family involvement and educational programs in two courses —one at master’s degree and the other at bachelor’s degree level. A total of 354 students participated in the study and shared their perceptions regarding their learning, academic performance, participation, and motivation in relation to the gamification experience. The results indicate that students perceive the gamification experience as having a positive impact on all four areas. They expressed a preference for studying the subject through gamification rather than traditional methods. This paper highlights an experience that generates positive perceptions among students and encourages higher education instructors to incorporate gamification into their teaching methods and classroom dynamics.

TechTrendsVol. 69(3)
Universidad de Las Palmas de Gran Canaria (ES)
European Commission, Universidad de Las Palmas de Gran Canaria
Openalex Percentile: Top 0%
Educational Games and Gamification
41.34
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.