The Impact of Gamification on Achievement, Flow Experience, and Emotional State

The research aimed to examine the effects of gamification environments on university students' achievement, flow experiences, and emotional states. This study utilized a mixed-methods design, incorporating a quasi-experimental approach for the quantitative phase and a phenomenological approach for the qualitative phase. The study group consisted of 80 students (Quizizz, n = 32; Quizlet, n = 48) enrolled in the Educational Psychology course at a state university. Data were collected through the Achievement Test, Flow Experience Scale, and Positive and Negative Affect Scale. Both groups showed significant pre-test to post-test gains in achievement, with no significant difference between the two groups. Flow experience was positively correlated with positive emotion in both groups, but with achievement only in the Quizlet group. In the Quizizz group, achievement was moderately and negatively correlated with negative emotion, whereas no such relationship was found in the Quizlet group. No significant relationship was found between achievement and positive emotion in either group. Qualitative findings revealed that students actively engaged in both environments, reported higher motivation, and found learning more enjoyable. However, they experienced the platforms differently. Quizizz users emphasized excitement through competition and scoring, whereas Quizlet users highlighted confidence gained from repetition and individual progress. Overall, these results indicate that gamification tools led to similar achievement gains, but through different flow and emotional processes.

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Publication Details

Journal
Kuramsal Eğitimbilim
Published
2026-10-29
DOI
https://doi.org/10.30831/akukeg.1861499
Primary Topic
Educational Games and Gamification
Type
article
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article

The Impact of Gamification on Achievement, Flow Experience, and Emotional State

Sebahat Sevgi Uygur, Yasemin Kahyaoğlu Erdoğmuş
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Kuramsal Eğitimbilim
Educational Games and Gamification
article

The Impact of Gamification on Achievement, Flow Experience, and Emotional State

Sebahat Sevgi Uygur, Yasemin Kahyaoğlu Erdoğmuş
article en

Abstract

The research aimed to examine the effects of gamification environments on university students' achievement, flow experiences, and emotional states. This study utilized a mixed-methods design, incorporating a quasi-experimental approach for the quantitative phase and a phenomenological approach for the qualitative phase. The study group consisted of 80 students (Quizizz, n = 32; Quizlet, n = 48) enrolled in the Educational Psychology course at a state university. Data were collected through the Achievement Test, Flow Experience Scale, and Positive and Negative Affect Scale. Both groups showed significant pre-test to post-test gains in achievement, with no significant difference between the two groups. Flow experience was positively correlated with positive emotion in both groups, but with achievement only in the Quizlet group. In the Quizizz group, achievement was moderately and negatively correlated with negative emotion, whereas no such relationship was found in the Quizlet group. No significant relationship was found between achievement and positive emotion in either group. Qualitative findings revealed that students actively engaged in both environments, reported higher motivation, and found learning more enjoyable. However, they experienced the platforms differently. Quizizz users emphasized excitement through competition and scoring, whereas Quizlet users highlighted confidence gained from repetition and individual progress. Overall, these results indicate that gamification tools led to similar achievement gains, but through different flow and emotional processes.

Kuramsal EğitimbilimVol. 19(4)
Dokuz Eylül University (TR)
Quality education
Openalex Percentile: Top 5%
Educational Games and Gamification
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The Impact of Gamification on Achievement, Flow Experience, and Emotional State — Sebahat Sevgi Uygur, Yasemin Kahyaoğlu Erdoğmuş · Kuramsal Eğitimbilim (2026) | TGRS Research Map | TGRS