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the claim

Game-based learning significantly increases student motivation

the verdict
SUPPORTED
the evidence backs this
Recorded sources
11 sources for · 0 against

Counts group repeated records of the same source within each side. They do not measure evidence strength or source independence.

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 analysis

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.

Evidence for · 11
Recorded source metadata

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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More for · 10
Recorded source metadata

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.

Recorded source metadata

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.

Recorded source metadata

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.

Recorded source metadata

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.

Recorded source metadata

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.

Recorded source metadata

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.

Recorded source metadata

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.

Recorded source metadata

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.

Recorded source metadata

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.

Recorded source metadata

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.

The paper trail · every fact has a biography
first checked01 Aug 2026
judged → SUPPORTED · 7901 Aug 2026
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