Integration of Gamification-Based Learning into College Physics: Digital Applications and Strategies

In the recent decade, a vast majority of college students have used gamifications applications greatly while studying science, and particularly physics. Gamifications applications provide college students with interactive learning experience in different ways. Such entertaining practice requires the academic instructors to identify whether and how gamification applications affect teaching college physics courses. Therefore, the present study seeks to determine the influence of gamification viewed by college students on learning physics. It is informed by the descriptive research design that does not entail or require college students to participate in the procedures and steps, as data analysis, findings, and discussions of numerous related studies were carefully reviewed and examined by this study in an effort to narrow down to the potential effect. This study finds that university students use gamification applications in studying physics in several different manners, including: higher motivation and engagement, instant feedback and improvement tracking, mastery and retention, and personalized learning. It sets that gamification applications improve university performance in physics significantly by enhancing their problem solving, imagination, transferring knowledge, and developing new ideas in many different creative ways. It recommended well-planned practical applications of gamification applications. It illustrated their best approach to improving college students' skill at physics. It propounds and offers potential solutions on how to prevail over the available technical and academic limitations that permit college students to efficiently utilize gamification applications.

Authors

Publication Details

Journal
Journal of Information Systems Engineering & Management
Published
2025-07-30
DOI
https://doi.org/10.52783/jisem.v10i4.12532
Citations
1
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
3.44
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article

Integration of Gamification-Based Learning into College Physics: Digital Applications and Strategies

Ramy Mahmoud
1 citations
Journal of Information Systems Engineering & Management
Educational Games and Gamification
3.44
article

Integration of Gamification-Based Learning into College Physics: Digital Applications and Strategies

Ramy Mahmoud
article en
1 citations

Abstract

In the recent decade, a vast majority of college students have used gamifications applications greatly while studying science, and particularly physics. Gamifications applications provide college students with interactive learning experience in different ways. Such entertaining practice requires the academic instructors to identify whether and how gamification applications affect teaching college physics courses. Therefore, the present study seeks to determine the influence of gamification viewed by college students on learning physics. It is informed by the descriptive research design that does not entail or require college students to participate in the procedures and steps, as data analysis, findings, and discussions of numerous related studies were carefully reviewed and examined by this study in an effort to narrow down to the potential effect. This study finds that university students use gamification applications in studying physics in several different manners, including: higher motivation and engagement, instant feedback and improvement tracking, mastery and retention, and personalized learning. It sets that gamification applications improve university performance in physics significantly by enhancing their problem solving, imagination, transferring knowledge, and developing new ideas in many different creative ways. It recommended well-planned practical applications of gamification applications. It illustrated their best approach to improving college students' skill at physics. It propounds and offers potential solutions on how to prevail over the available technical and academic limitations that permit college students to efficiently utilize gamification applications.

Journal of Information Systems Engineering & ManagementVol. 10(4)
Openalex Percentile: Top 8%
Educational Games and Gamification
3.44
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Integration of Gamification-Based Learning into College Physics: Digital Applications and Strategies — Ramy Mahmoud · Journal of Information Systems Engineering & Management (2025) | TGRS Research Map | TGRS