When Rewards Shape Motivation and Learning in Game-Based Learning: Contextual, Non-Contextual, and Badge Rewards

Game-based learning is an effective educational approach that enhances student motivation and improves learning outcomes by integrating instructional content into structured game environments. However, the specific effects of badges and Reward Boxes on student learning outcomes and motivation remain unclear. This study investigated the influence of badges and two types of Reward Boxes (with and without context-related value) on the learning and motivation of fourth-grade students in science lessons. A quasi-experimental design was implemented with four intact fourth-grade classes (N = 80), each randomly assigned to one of four conditions: badges, context-related Reward Boxes, non-context-related Reward Boxes, and a control group. Over the course of nine instructional sessions, students received the intervention. Their learning and motivation were assessed using pre- and post-tests.” Findings revealed significant differences in learning outcomes across groups, with experimental groups outperforming the control group. Motivation was also significantly higher in the experimental conditions, particularly in the Reward Box group with context-related value. These results suggest that incorporating badges and Reward Boxes in gamified learning environments enhances both motivation and learning, with contextually relevant Reward Boxes being particularly effective. The study highlights the potential of Game-based learning to improve educational experiences and provides insights into the design of engaging learning environments.

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Publication Details

Journal
Journal of Educational Computing Research
Published
2026-04-17
DOI
https://doi.org/10.1177/07356331261444108
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
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article

When Rewards Shape Motivation and Learning in Game-Based Learning: Contextual, Non-Contextual, and Badge Rewards

Mahboobe Mehrvarz, Nasrin Mohammadhasani, Yousef Mahdavinasab, Mahsa Moradi et al.
Journal of Educational Computing Research
Educational Games and Gamification
article

When Rewards Shape Motivation and Learning in Game-Based Learning: Contextual, Non-Contextual, and Badge Rewards

Mahboobe Mehrvarz, Nasrin Mohammadhasani, Yousef Mahdavinasab, Mahsa Moradi, Fateme Eslami Nosratabadi
article en

Abstract

Game-based learning is an effective educational approach that enhances student motivation and improves learning outcomes by integrating instructional content into structured game environments. However, the specific effects of badges and Reward Boxes on student learning outcomes and motivation remain unclear. This study investigated the influence of badges and two types of Reward Boxes (with and without context-related value) on the learning and motivation of fourth-grade students in science lessons. A quasi-experimental design was implemented with four intact fourth-grade classes (N = 80), each randomly assigned to one of four conditions: badges, context-related Reward Boxes, non-context-related Reward Boxes, and a control group. Over the course of nine instructional sessions, students received the intervention. Their learning and motivation were assessed using pre- and post-tests.” Findings revealed significant differences in learning outcomes across groups, with experimental groups outperforming the control group. Motivation was also significantly higher in the experimental conditions, particularly in the Reward Box group with context-related value. These results suggest that incorporating badges and Reward Boxes in gamified learning environments enhances both motivation and learning, with contextually relevant Reward Boxes being particularly effective. The study highlights the potential of Game-based learning to improve educational experiences and provides insights into the design of engaging learning environments.

Journal of Educational Computing Research
Kharazmi University (IR), Carnegie Mellon University (US)
Quality Education
Openalex Percentile: Top 9%
Educational Games and Gamification
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