GAMIFICATION IN E-LEARNING: ITS IMPACT ON MOTIVATION AND LEARNING ACHIEVEMENT

Authors

  • Baso Intang Sappaile Universitas Negeri Makassar
  • Elisa Mayang Sari Politeknik Manufaktur Negeri Bangka Belitung
  • Abdun Wijaya Universitas Islam Negeri Siber Syekh Nurjati

DOI:

https://doi.org/10.47353/bj.v6i4.712

Keywords:

Gamification, E-Learning, Learning Motivation, Learning Outcomes, Digital Learning

Abstract

With e-learning becoming more and more common at all educational levels, the advancement of digital technology has fueled the transformation of the learning process. Low student involvement and motivation, however, continue to be obstacles to the adoption of online learning. Gamification, or the use of game elements in an educational setting to improve learning, is one popular strategy to deal with this problem. The purpose of this study is to examine how gamification in e-learning affects learning outcomes and student motivation. A literature study was the research methodology employed, looking at numerous pertinent books, scholarly publications, and scientific papers about gamification in digital learning environments. According to the study's findings, gamification components including points, badges, levels, challenges, leaderboards, and reward systems can boost students' motivation both internally and externally. Additionally, by making learning more engaging and pleasurable, gamification enhances academic accomplishment, learning persistence, active involvement, and engagement. However, the learning design, student characteristics, and how well the game components fit the intended learning objectives all affect how effective gamification is. In order to maximize the advantages of e-learning-based learning processes, gamification must be implemented in a methodical manner. This study advances a more comprehensive knowledge of gamification's function as a cutting-edge tactic to raise the caliber of online education in the age of educational reform.

Downloads

Download data is not yet available.

References

Allehaidan, A. F., & Wan Zainon, W. M. N. (2024). Gamification and student engagement in higher education: The moderating role of concentration. Revista Amazonia Investiga, 13(79), 57–70. https://dialnet.unirioja.es/servlet/articulo?codigo=9759969

Bennani, S., Maalel, A., & Ben Ghezala, H. (2022a). Adaptive gamification in E-learning: A literature review and future challenges. Computer Applications in Engineering Education, 30(2), 628–642. https://doi.org/10.1002/cae.22477

Bennani, S., Maalel, A., & Ben Ghezala, H. (2022b). Adaptive gamification in E-learning: A literature review and future challenges. Computer Applications in Engineering Education, 30(2), 628–642. https://doi.org/10.1002/cae.22477

Bharti, M. K. (n.d.). Exploring the Impact of Gamification on Students’ Motivation, and Learning Outcomes in Secondary Education.

Cheng, Y.-M. (2023). What makes learners enhance learning outcomes in MOOCs? Exploring the roles of gamification and personalization. Interactive Technology and Smart Education, 21(2), 308–330. https://doi.org/10.1108/ITSE-05-2023-0097

Cigdem, H., Ozturk, M., Karabacak, Y., Atik, N., Gürkan, S., & Aldemir, M. H. (2024). Unlocking student engagement and achievement: The impact of leaderboard gamification in online formative assessment for engineering education. Education and Information Technologies, 29(18), 24835–24860. https://doi.org/10.1007/s10639-024-12845-2

Cordero Valera, J. A., Del Águila, M. T., & Enríquez Canto, Y. (2026). Student perceptions of effectiveness, satisfaction, and active participation with online gamification in health sciences education. Discover Education, 5(1), 196. https://doi.org/10.1007/s44217-026-01198-2

Department of Educational Technology, Universitas Negeri Malang, Indonesia. He is also with the Department of Educational Technology, Universitas Veteran Bangun Nusantara, Indonesia, Subiyantoro, S., Degeng, I. N. S., Kuswandi, D., & Ulfa, S. (2024). Developing Gamified Learning Management Systems to Increase Student Engagement in Online Learning Environments. International Journal of Information and Education Technology, 14(1), 26–33. https://doi.org/10.18178/ijiet.2024.14.1.2020

García-López, I. M., Acosta-Gonzaga, E., & Ruiz-Ledesma, E. F. (2023). Investigating the Impact of Gamification on Student Motivation, Engagement, and Performance. Education Sciences, 13(8), 813. https://doi.org/10.3390/educsci13080813

Ghawail, E. A. A., & Yahia, S. B. (2022). Using the E-Learning Gamification Tool Kahoot! To Learn Chemistry Principles in the Classroom. Procedia Computer Science, Knowledge-Based and Intelligent Information & Engineering Systems: Proceedings of the 26th International Conference KES2022, 207, 2667–2676. https://doi.org/10.1016/j.procs.2022.09.325

Halachev, P. (2024). Gamification as an e-learning tool: A Literature Review. E-Learning Innovations Journal, 2(2), 4–20. https://doi.org/10.57125/ELIJ.2024.09.25.01

Hellín, C. J., Calles-Esteban, F., Valledor, A., Gómez, J., Otón-Tortosa, S., & Tayebi, A. (2023). Enhancing Student Motivation and Engagement through a Gamified Learning Environment. Sustainability, 15(19), 14119. https://doi.org/10.3390/su151914119

Jaramillo-Mediavilla, L., Basantes-Andrade, A., Cabezas-González, M., & Casillas-Martín, S. (2024). Impact of Gamification on Motivation and Academic Performance: A Systematic Review. Education Sciences, 14(6), 639. https://doi.org/10.3390/educsci14060639

Jayalath, J., & Esichaikul, V. (2022). Gamification to Enhance Motivation and Engagement in Blended eLearning for Technical and Vocational Education and Training. Technology, Knowledge and Learning, 27(1), 91–118. https://doi.org/10.1007/s10758-020-09466-2

Jun, M., & Lucas, T. (2024). Gamification elements and their impacts on education: A review. Multidisciplinary Reviews, 8(5), 2025155. https://doi.org/10.31893/multirev.2025155

Kaya, O. S., & Ercag, E. (2023). The impact of applying challenge-based gamification program on students’ learning outcomes: Academic achievement, motivation and flow. Education and Information Technologies, 28(8), 10053–10078. https://doi.org/10.1007/s10639-023-11585-z

Khaldi, A., Bouzidi, R., & Nader, F. (2023). Gamification of e-learning in higher education: A systematic literature review. Smart Learning Environments, 10(1), 10. https://doi.org/10.1186/s40561-023-00227-z

Lampropoulos, G., & Sidiropoulos, A. (2024a). Impact of Gamification on Students’ Learning Outcomes and Academic Performance: A Longitudinal Study Comparing Online, Traditional, and Gamified Learning. Education Sciences, 14(4), 367. https://doi.org/10.3390/educsci14040367

Lampropoulos, G., & Sidiropoulos, A. (2024b). Impact of Gamification on Students’ Learning Outcomes and Academic Performance: A Longitudinal Study Comparing Online, Traditional, and Gamified Learning. Education Sciences, 14(4), 367. https://doi.org/10.3390/educsci14040367

Leong, W. Y. (2025). Beyond the Screen: Enhancing Student Engagement in Virtual Classrooms Using Gamification. 2025 14th International Conference on Educational and Information Technology (ICEIT), 188–193. https://doi.org/10.1109/ICEIT64364.2025.10976109

Li, X., Xia, Q., Chu, S. K. W., & Yang, Y. (2022). Using Gamification to Facilitate Students’ Self-Regulation in E-Learning: A Case Study on Students’ L2 English Learning. Sustainability, 14(12), 7008. https://doi.org/10.3390/su14127008

Luarn, P., Chen, C.-C., & Chiu, Y.-P. (2023). Enhancing intrinsic learning motivation through gamification: A self-determination theory perspective. International Journal of Information and Learning Technology, 40(5), 413–424. https://doi.org/10.1108/IJILT-07-2022-0145

Rahayu, F. S., Nugroho, L. E., Ferdiana, R., & Setyohadi, D. B. (2022). Motivation and Engagement of Final-Year Students When Using E-learning: A Qualitative Study of Gamification in Pandemic Situation. Sustainability, 14(14), 8906. https://doi.org/10.3390/su14148906

Sabri, Z., Fakhri, Y., & Moumen, A. (2022a). The Effects of Gamification on E-learning Education: Systematic Literature Review and Conceptual Model. Statistics, Optimization & Information Computing, 10(1), 75–92. https://doi.org/10.19139/soic-2310-5070-1115

Sabri, Z., Fakhri, Y., & Moumen, A. (2022b). The Effects of Gamification on E-learning Education: Systematic Literature Review and Conceptual Model. Statistics, Optimization & Information Computing, 10(1), 75–92. https://doi.org/10.19139/soic-2310-5070-1115

Sabri, Z., Fakhri, Y., & Moumen, A. (2022c). The Effects of Gamification on E-learning Education: Systematic Literature Review and Conceptual Model. Statistics, Optimization & Information Computing, 10(1), 75–92. https://doi.org/10.19139/soic-2310-5070-1115

Saleem, A. N., Noori, N. M., & Ozdamli, F. (2022a). Gamification Applications in E-learning: A Literature Review. Technology, Knowledge and Learning, 27(1), 139–159. https://doi.org/10.1007/s10758-020-09487-x

Saleem, A. N., Noori, N. M., & Ozdamli, F. (2022b). Gamification Applications in E-learning: A Literature Review. Technology, Knowledge and Learning, 27(1), 139–159. https://doi.org/10.1007/s10758-020-09487-x

Saleem, A. N., Noori, N. M., & Ozdamli, F. (2022c). Gamification Applications in E-learning: A Literature Review. Technology, Knowledge and Learning, 27(1), 139–159. https://doi.org/10.1007/s10758-020-09487-x

Saleem, A. N., Noori, N. M., & Ozdamli, F. (2022d). Gamification Applications in E-learning: A Literature Review. Technology, Knowledge and Learning, 27(1), 139–159. https://doi.org/10.1007/s10758-020-09487-x

Suartama, I. K., Sudarma, I. K., Sudatha, I. G. W., Sukmana, A. I. W. I. Y., & Susiani, K. (2024). Student engagement and academic achievement: The effect of gamification on case and project-based online learning. Journal of Education and Learning (EduLearn), 18(3), 976–990. https://doi.org/10.11591/edulearn.v18i3.21349

Taşkın, N., & Kılıç Çakmak, E. (2023). Effects of Gamification on Behavioral and Cognitive Engagement of Students in the Online Learning Environment. International Journal of Human–Computer Interaction, 39(17), 3334–3345. https://doi.org/10.1080/10447318.2022.2096190

Temel, T., & Cesur, K. (2024). The Effect of Gamification with Web 2.0 Tools on EFL Learners’ Motivation and Academic Achievement in Online Learning Environments. Sage Open, 14(2), 21582440241247928. https://doi.org/10.1177/21582440241247928

Tsarev, R., Roncevic, I., Potekhina, E., Aljarbouh, A., Nikolaeva, I., & Muracova, N. (2025). Gamification of E-Learning Through Kahoot! To Improve Students’ Academic Performance. In R. Silhavy & P. Silhavy (Eds.), Artificial Intelligence and System Engineering (pp. 397–405). Springer Nature Switzerland. https://doi.org/10.1007/978-3-031-96759-7_29

Zhang, Q., & Yu, Z. (2022). Meta-Analysis on Investigating and Comparing the Effects on Learning Achievement and Motivation for Gamification and Game-Based Learning. Education Research International, 2022(1), 1519880. https://doi.org/10.1155/2022/1519880

Downloads

Published

2026-06-26

How to Cite

Baso Intang Sappaile, Elisa Mayang Sari, & Abdun Wijaya. (2026). GAMIFICATION IN E-LEARNING: ITS IMPACT ON MOTIVATION AND LEARNING ACHIEVEMENT . Berajah Journal, 6(4), 1315–1326. https://doi.org/10.47353/bj.v6i4.712