Gamification in Education: Designing and Evaluating a Learning Platform for School Students

Gamification has emerged as a powerful approach to enhance learner engagement and motivation, yet many existing platforms lack structured integration within classroom environments and fail to offer adaptive, teacher-supported experiences. This research presents the design, development, and evaluation of a gamified learning platform tailored specifically for school students and educators. The platform utilizes a role-based system architecture to offer customized access for students, teachers, editors, and administrators ensuring secure and scalable user management along with streamlined feedback processes. Key gamification features such as points, leaderboards, hearts-based challenge mechanics, and introductory proficiency assessments for personalized learning paths, are systematically implemented based on the Octalysis Framework, aligning intrinsic and extrinsic motivational drivers. The platform was deployed in a real-world classroom setting, engaging over 100 students and 10 teachers across an eight-week period. Quantitative and qualitative evaluations demonstrated significant improvements in student engagement, learning outcomes, and teacher effectiveness, including a 38% increase in session duration and 24% improvement in quiz accuracy. This study demonstrates the potential of structured, theory-driven gamification in formal education and offers a scalable, adaptable solution for future advancement in personalized, multilingual, and data-driven learning environments.

Authors

Publication Details

Published
2025-06-17
DOI
https://doi.org/10.1109/icicv64824.2025.11085600
Citations
1
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
3.44
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article

Gamification in Education: Designing and Evaluating a Learning Platform for School Students

Shalini Rajput, Amogh Deshmukh, Siddhesh Dhomse, Gayatri Dhumal et al.
1 citations
Educational Games and Gamification
3.44
article

Gamification in Education: Designing and Evaluating a Learning Platform for School Students

Shalini Rajput, Amogh Deshmukh, Siddhesh Dhomse, Gayatri Dhumal, Siddhartha Dhurve
article en
1 citations

Abstract

Gamification has emerged as a powerful approach to enhance learner engagement and motivation, yet many existing platforms lack structured integration within classroom environments and fail to offer adaptive, teacher-supported experiences. This research presents the design, development, and evaluation of a gamified learning platform tailored specifically for school students and educators. The platform utilizes a role-based system architecture to offer customized access for students, teachers, editors, and administrators ensuring secure and scalable user management along with streamlined feedback processes. Key gamification features such as points, leaderboards, hearts-based challenge mechanics, and introductory proficiency assessments for personalized learning paths, are systematically implemented based on the Octalysis Framework, aligning intrinsic and extrinsic motivational drivers. The platform was deployed in a real-world classroom setting, engaging over 100 students and 10 teachers across an eight-week period. Quantitative and qualitative evaluations demonstrated significant improvements in student engagement, learning outcomes, and teacher effectiveness, including a 38% increase in session duration and 24% improvement in quiz accuracy. This study demonstrates the potential of structured, theory-driven gamification in formal education and offers a scalable, adaptable solution for future advancement in personalized, multilingual, and data-driven learning environments.

Openalex Percentile: Top 8%
Educational Games and Gamification
3.44
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Gamification in Education: Designing and Evaluating a Learning Platform for School Students — Shalini Rajput, Amogh Deshmukh, et al. · (2025) | TGRS Research Map | TGRS