Users’ attitudes toward gamification in learning on gamified educational platforms: an empirical study

The study aims to substantiate, based on scientometric and empirical data, the prematurity of the mass implementation of gamification technologies in the educational process. The article presents the current state of research related to the impact of gamified environments on the learning process, as well as empirical data related to users’ attitudes towards gamification on gamified educational platforms. The originality of the research lies in the new scientometric and empirical data regarding a novel educational technology – gamification: the opportunities and challenges of gamified learning technologies, and students’ attitudes towards gamification in the educational process. The results obtained demonstrate that the effectiveness of using gamification in education is not yet confirmed, as evidenced by the contradictory data from empirical studies. The survey results provide new information about awareness of gamification elements in education; experience interacting with gamified educational platforms; the frequency, preference, and effectiveness of using gamification elements in the educational process; attitudes towards the personalization of the learning process using game elements; and interest in virtual educational games and simulations.

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Publication Details

Journal
Pedagogy Theory & Practice
Published
2025-08-25
DOI
https://doi.org/10.30853/ped20250147
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

Users’ attitudes toward gamification in learning on gamified educational platforms: an empirical study

Svetlana S. Shlyakhova, Lev Dmitrievich Minzorov
Pedagogy Theory & Practice
Educational Games and Gamification
article

Users’ attitudes toward gamification in learning on gamified educational platforms: an empirical study

Svetlana S. Shlyakhova, Lev Dmitrievich Minzorov
article en

Abstract

The study aims to substantiate, based on scientometric and empirical data, the prematurity of the mass implementation of gamification technologies in the educational process. The article presents the current state of research related to the impact of gamified environments on the learning process, as well as empirical data related to users’ attitudes towards gamification on gamified educational platforms. The originality of the research lies in the new scientometric and empirical data regarding a novel educational technology – gamification: the opportunities and challenges of gamified learning technologies, and students’ attitudes towards gamification in the educational process. The results obtained demonstrate that the effectiveness of using gamification in education is not yet confirmed, as evidenced by the contradictory data from empirical studies. The survey results provide new information about awareness of gamification elements in education; experience interacting with gamified educational platforms; the frequency, preference, and effectiveness of using gamification elements in the educational process; attitudes towards the personalization of the learning process using game elements; and interest in virtual educational games and simulations.

Pedagogy Theory & PracticeVol. 10(8)
Perm National Research Polytechnic University (RU)
Openalex Percentile: Top 75%
Educational Games and Gamification
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