The Effects of Gamification on Students’ Academic Performance

Over the past decade, numerous studies have examined the impact of gamification on various aspects of student experiences. However, a significant portion of these studies has focused on understanding the effects of gamification on students’ subjective experiences, often overlooking its impact on their actual performance while using a gamified educatisonal system, which remains unclear. To address this gap, we conducted a between-subjects controlled experiment (N = 71) to examine the impact of gamification on students’ academic performance. We assessed students’ academic performance in a learning management system using descriptive and inferential statistical methods. The experimental group used a gamified version featuring key gamification elements (e.g., acknowledgment, chance, and progression), creating a meta-game interaction. In contrast, the control group completed identical tasks without the use of gamification.Our findings reveal a significant improvement in the academic performance of the experimental group with a very large effect size. Based on our results, we provide a series of recommendations for future studies in the fields of educational technology and gamification, offering insights to advance the literature.

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Publication Details

Journal
Technology Knowledge and Learning
Published
2026-04-15
DOI
https://doi.org/10.1007/s10758-026-09971-w
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00

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article

The Effects of Gamification on Students’ Academic Performance

Pasqueline Dantas Scaico, Juho Hamari, Aiganym Soltiyeva, SeyedHasan MilHosseini et al.
Technology Knowledge and Learning
Educational Games and Gamification
article

The Effects of Gamification on Students’ Academic Performance

Pasqueline Dantas Scaico, Juho Hamari, Aiganym Soltiyeva, SeyedHasan MilHosseini, Wilk Oliveira
article en

Abstract

Over the past decade, numerous studies have examined the impact of gamification on various aspects of student experiences. However, a significant portion of these studies has focused on understanding the effects of gamification on students’ subjective experiences, often overlooking its impact on their actual performance while using a gamified educatisonal system, which remains unclear. To address this gap, we conducted a between-subjects controlled experiment (N = 71) to examine the impact of gamification on students’ academic performance. We assessed students’ academic performance in a learning management system using descriptive and inferential statistical methods. The experimental group used a gamified version featuring key gamification elements (e.g., acknowledgment, chance, and progression), creating a meta-game interaction. In contrast, the control group completed identical tasks without the use of gamification.Our findings reveal a significant improvement in the academic performance of the experimental group with a very large effect size. Based on our results, we provide a series of recommendations for future studies in the fields of educational technology and gamification, offering insights to advance the literature.

Technology Knowledge and Learning
Tampere University of Applied Sciences (FI), Tampere University (FI)
Tays
Openalex Percentile: Top 17%
Educational Games and Gamification
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The Effects of Gamification on Students’ Academic Performance — Pasqueline Dantas Scaico, Juho Hamari, et al. · Technology Knowledge and Learning (2026) | TGRS Research Map | TGRS