Game-based learning significantly increases student motivation
Multiple recent empirical studies and systematic reviews consistently demonstrate that game-based learning and educational gamification significantly increase student motivation, engagement, and academic performance across various educational levels.
The retrieved literature overwhelmingly supports the claim that game-based learning and gamification increase student motivation. Numerous 2026 and recent studies across diverse educational settings (primary, higher education, nursing, and vocational training) report significant positive effects on student motivation, engagement, and learning outcomes. There are no refuting papers in the provided set.
Accustoms Gamification in Education Improves Student Motivation, Engagement and Academic Performance. 2019. https://doi.org/10.35940/ijrte.b1062.0782s319
Accustoms (2019) notes that gamification strategies infuse ordinary activities to support student motivation and engagement.
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García-Barrios A, Cisneros-Gimeno AI, Benito-Rodríguez J, Whyte-Orozco J, Rubio-Aranda E. The influence of gamification on the teaching assessment of human anatomy.. 2026. https://doi.org/10.3205/zma001860
The study by The influence of gamification on the teaching assessment of human anatomy (2026) highlights that gamification motivates and energises classes while optimizing academic performance.
Anari MI, Neji HA, Idaka IE, Meremikwu AN, Inah LI, Arikpo JO, Obi JJ, Ekon EE, Ahueansebhor E, Adie EB. Evaluating the impact of Kahoot-based gamification on student learning engagement and academic performance in higher education. 2026. https://doi.org/10.21203/rs.3.rs-9476817/v1
Evaluating the impact of Kahoot-based gamification on student learning engagement and academic performance in higher education (2026) found strong relationships among engagement, motivation, and academic achievement.
Ouahouda F, Achtaich K, Achtaich N. Gamified Digital Learning in Primary Education: A Mixed-Methods Study of Scratch Integration in a Moroccan Context. 2026. https://doi.org/10.21203/rs.3.rs-9954239/v1
Gamified Digital Learning in Primary Education (2026) reveals statistically significant improvements alongside increased student motivation and engagement.
Shao J, Tang S, Zhuang Z. A gamified interactive E-book incorporating metacognitive self-regulation: effects on physics achievement, learning motivation, and metacognitive self-regulation ability in junior high school.. 2026. https://doi.org/10.3389/fpsyg.2026.1832021
A gamified interactive E-book (2026) demonstrated significantly greater improvements in learning motivation.
Aalaei S, Mastour H, Amiri F, Emadzadeh A, Mehdipour-Rabori R. Design and evaluation of a gamified mobile application for teaching cardiac rhythm interpretation to nursing students: a quasi-experimental pre-post study.. 2026. https://doi.org/10.1186/s12909-026-09138-2
Design and evaluation of a gamified mobile application for teaching cardiac rhythm interpretation to nursing students (2026) successfully enhanced learner engagement and motivation.
Oner B, Bulut OU, Oner N. Impact of Gamified Infection Control Education on Cognitive Achievement, Academic Self-Efficacy and Learning Motivation in Nursing Students: A Randomized Controlled Trial in Turkiye.. 2026. https://doi.org/10.1111/ijn.70128
Impact of Gamified Infection Control Education (2026) showed that the intervention group achieved higher learning motivation.
Dugnol-Menéndez J, Jiménez-Arberas E, Fernández-Valera D, Merayo-Lloves J. Gamified clinical case video game in occupational therapy.. 2026. https://doi.org/10.1186/s12909-026-09301-9
Gamified clinical case video game in occupational therapy (2026) aimed to successfully increase student motivation through an interactive approach.
Ade Rizki Maulana, Muh. Fahrurrozi. Examining The Effectiveness of Wordwall-Enhanced Gamification Learning Models on Student Engagement, Motivation, and Academic Performance in Economics Education. 2026. https://doi.org/10.61277/ije.v4i1.228
Examining The Effectiveness of Wordwall-Enhanced Gamification Learning Models (2026) showed significant improvements in student interest and motivation.
Xiaoshang Wang, Shi Suxue, Yanfei Zheng, Charles Hackman Kwamena Essel, Michael Provide Fumey, Percy David Papa Akuetteh. Investigating the Effects of Gamification Elements on Student Motivation, Engagement, and Academic Performance in Higher Education Courses. 2024. https://doi.org/10.20944/preprints202405.0428.v1
Investigating the Effects of Gamification Elements (2024) demonstrates the motivational roles of distinct gamification features in fostering need-supportive experiences.
José Luis Mendoza-Palma, Piedad Elizabeth Anchundia-Laas, Gloria Marilú Intriago-Vélez, Melina Virginia Demera-Moreira. Gamificación como estrategia transversal para mejorar motivación y rendimiento académico estudiantil [Gamification as a cross-cutting strategy to improve student motivation and academic performance]. 2025. https://doi.org/10.62574/v993wg78
Gamificación como estrategia transversal para mejorar motivación y rendimiento académico estudiantil (2025) demonstrates consistently that integrated lytic elements generate improvements in motivation and academic performance.
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