Gamification vs. Game-Based Learning: Differential Effects on Student Motivation in STEM Classrooms

Thus, student motivation in science, technology, engineering, and mathematics (STEM) is a chronic problem, encouraging educators to include game elements in the allocated instruction. But two separate methodologies, gamification (adding elements from games, like points and badges, to non-game contexts) and game-based learning (employing full-bore games as the primary learning vehicle), are often confused with one another in both practice and research. This study aims to differentiate the effects of these factors on student motivation in secondary STEM classrooms. We will use a quasi-experimental design within six middle school science classes (N = 144). Three classes will receive a gamified adaptation of the standard curriculum, while three other classes will interact with a purpose-built educational game covering the same learning objectives. A control group will be taught traditionally. Intrinsic Motivation Inventory (IMI) will be administered pre- and post-intervention; additional qualitative data will be collected via semi-structured interviews. While both interventions are expected to lead to better motivation than conventional instruction, it is hypothesised that game-based learning will have a greater positive impact on intrinsic motivation and situational interest owing to its immersive narrative and authentic problem-solving contexts. On the other hand, gamification is believed to hold a more prominent role when it comes to extrinsic motivation and achieving task completion in the short run. Results will provide empirical guidance/useful case evidence for educators and instructional designers determining when to implement which game-informed strategies in order to facilitate sustained engagement in STEM.

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Publication Details

Journal
Zenodo (CERN European Organization for Nuclear Research)
Published
2026-03-27
DOI
https://doi.org/10.5281/zenodo.19292691
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
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article

Gamification vs. Game-Based Learning: Differential Effects on Student Motivation in STEM Classrooms

Md. Mainul Islam, Sayed Mahbub Hasan Amiri, PRASUN GOSWAMI, Faija Anjum et al.
Zenodo (CERN European Organization for Nuclear Research)
Educational Games and Gamification
article

Gamification vs. Game-Based Learning: Differential Effects on Student Motivation in STEM Classrooms

Md. Mainul Islam, Sayed Mahbub Hasan Amiri, PRASUN GOSWAMI, Faija Anjum, S.M.Abtahi Noor, L.M. Mahir Labib
article en

Abstract

Thus, student motivation in science, technology, engineering, and mathematics (STEM) is a chronic problem, encouraging educators to include game elements in the allocated instruction. But two separate methodologies, gamification (adding elements from games, like points and badges, to non-game contexts) and game-based learning (employing full-bore games as the primary learning vehicle), are often confused with one another in both practice and research. This study aims to differentiate the effects of these factors on student motivation in secondary STEM classrooms. We will use a quasi-experimental design within six middle school science classes (N = 144). Three classes will receive a gamified adaptation of the standard curriculum, while three other classes will interact with a purpose-built educational game covering the same learning objectives. A control group will be taught traditionally. Intrinsic Motivation Inventory (IMI) will be administered pre- and post-intervention; additional qualitative data will be collected via semi-structured interviews. While both interventions are expected to lead to better motivation than conventional instruction, it is hypothesised that game-based learning will have a greater positive impact on intrinsic motivation and situational interest owing to its immersive narrative and authentic problem-solving contexts. On the other hand, gamification is believed to hold a more prominent role when it comes to extrinsic motivation and achieving task completion in the short run. Results will provide empirical guidance/useful case evidence for educators and instructional designers determining when to implement which game-informed strategies in order to facilitate sustained engagement in STEM.

Zenodo (CERN European Organization for Nuclear Research)
Institute of Water Modelling (BD), Education Development Center (US), University of the Western Cape (ZA)
Quality Education
Openalex Percentile: Top 4%
Educational Games and Gamification
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