Do Gamified Activities Influence Students’ Motivation in an Introductory Research Methods Course?

Courses focusing on research methodology improve students’ understanding of evidence-based approaches. However, coupled with potential mathematics and statistics anxiety, such courses may require instructors to utilize specific strategies targeting learners’ motivation. We employed gamified activities in a course introducing undergraduate students to quantitative research methodology with the goal of targeting students’ intrinsic motivation as defined by the Self-Determination Theory (SDT). Blended with traditional didactic lectures on epidemiologic principles and concepts, we incorporated these activities within one section of this course and used another section as a comparison group in which no gamified activities were utilized. At the end of the semester, students in both course sections completed a survey answering questions related to their level of perceived satisfaction of the psychological needs of SDT (competence, relatedness, and autonomy) and overall intrinsic motivation. We observed that the intervention group (N = 29) had a higher level of satisfaction of each psychological need and overall intrinsic motivation compared to the control group (N = 38), however, overall, these results were statistically significant only for the psychological need of competence. While our results suggest that gamification may be linked to students’ motivation, future studies with larger sample sizes should examine other factors that might impact learners’ motivation.

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Publication Details

Journal
Journal of College Science Teaching
Published
2026-06-18
DOI
https://doi.org/10.1080/0047231x.2026.2686809
Primary Topic
Motivation and Self-Concept in Sports
Type
article
Field-Weighted Citation Impact
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article

Do Gamified Activities Influence Students’ Motivation in an Introductory Research Methods Course?

Albina N. Minlikeeva, Gauri Desai, Katharine Amato, Sarahmona Przybyla
Journal of College Science Teaching
Motivation and Self-Concept in Sports
article

Do Gamified Activities Influence Students’ Motivation in an Introductory Research Methods Course?

Albina N. Minlikeeva, Gauri Desai, Katharine Amato, Sarahmona Przybyla
article en

Abstract

Courses focusing on research methodology improve students’ understanding of evidence-based approaches. However, coupled with potential mathematics and statistics anxiety, such courses may require instructors to utilize specific strategies targeting learners’ motivation. We employed gamified activities in a course introducing undergraduate students to quantitative research methodology with the goal of targeting students’ intrinsic motivation as defined by the Self-Determination Theory (SDT). Blended with traditional didactic lectures on epidemiologic principles and concepts, we incorporated these activities within one section of this course and used another section as a comparison group in which no gamified activities were utilized. At the end of the semester, students in both course sections completed a survey answering questions related to their level of perceived satisfaction of the psychological needs of SDT (competence, relatedness, and autonomy) and overall intrinsic motivation. We observed that the intervention group (N = 29) had a higher level of satisfaction of each psychological need and overall intrinsic motivation compared to the control group (N = 38), however, overall, these results were statistically significant only for the psychological need of competence. While our results suggest that gamification may be linked to students’ motivation, future studies with larger sample sizes should examine other factors that might impact learners’ motivation.

Journal of College Science Teaching
University at Buffalo, State University of New York (US)
Quality Education
Openalex Percentile: Top 4%
Motivation and Self-Concept in Sports
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