Over the past decade, numerous studies have examined the impact of gamification on various aspects of student experiences. However, a significant portion of these studies has focused on understanding the effects of gamification on students' subjective experiences, often overlooking its impact on their actual performance while using a gamified educatisonal system, which remains unclear. To address this gap, we conducted a between-subjects controlled experiment (N = 71) to examine the impact of gamification on students' academic performance. We assessed students' academic performance in a learning management system using descriptive and inferential statistical methods. The experimental group used a gamified version featuring key gamification elements (e.g., acknowledgment, chance, and progression), creating a meta-game interaction. In contrast, the control group completed identical tasks without the use of gamification.Our findings reveal a significant improvement in the academic performance of the experimental group with a very large effect size. Based on our results, we provide a series of recommendations for future studies in the fields of educational technology and gamification, offering insights to advance the literature.
Oliveira, W., Dantas Scaico, P., Hamari, J., Soltiyeva, A., Brambilla, A., Milhosseini, S. (2026). The Effects of Gamification on Students’ Academic Performance. TECHNOLOGY, KNOWLEDGE AND LEARNING [10.1007/s10758-026-09971-w].
The Effects of Gamification on Students’ Academic Performance
Brambilla A.;
2026
Abstract
Over the past decade, numerous studies have examined the impact of gamification on various aspects of student experiences. However, a significant portion of these studies has focused on understanding the effects of gamification on students' subjective experiences, often overlooking its impact on their actual performance while using a gamified educatisonal system, which remains unclear. To address this gap, we conducted a between-subjects controlled experiment (N = 71) to examine the impact of gamification on students' academic performance. We assessed students' academic performance in a learning management system using descriptive and inferential statistical methods. The experimental group used a gamified version featuring key gamification elements (e.g., acknowledgment, chance, and progression), creating a meta-game interaction. In contrast, the control group completed identical tasks without the use of gamification.Our findings reveal a significant improvement in the academic performance of the experimental group with a very large effect size. Based on our results, we provide a series of recommendations for future studies in the fields of educational technology and gamification, offering insights to advance the literature.| File | Dimensione | Formato | |
|---|---|---|---|
|
unpaywall-bitstream--1206720490.pdf
Solo gestori archivio
Tipologia di allegato:
Publisher’s Version (Version of Record, VoR)
Licenza:
Creative Commons
Dimensione
2.05 MB
Formato
Adobe PDF
|
2.05 MB | Adobe PDF | Visualizza/Apri Richiedi una copia |
I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.


