The DOI matches its Crossref record; 4 of the 4 references it cites were found in a registry or an index.
Gamification and student motivation
Abstract
The literature suggests that gamified learning interventions may increase student engagement and enhance learning. We empirically investigate this by exploring the impact of intrinsic and extrinsic motivation on the participation and performance of over 100 undergraduate students in an online gamified learning intervention. The paper makes a number of contributions. First, by synthesizing the literature the central concepts required for a learning intervention to be considered gamified are mapped and the development of an online gamified learning intervention is described. Second, the effect of gamification on learning outcomes is examined using a pre- and post-intervention survey. We find that gamified learning interventions have a positive impact on student learning. Third, our results show that while generally positive, the impact of gamified intervention*ns on student participation varies depending on whether the student is motivated intrinsically or extrinsically. These findings will be of practical interest to teaching and learning practitioners working in a range of educational contexts, and at all levels of education, who wish to increase student engagement and enhance learning.
Overview
The claims and statistics of this paper haven’t been checked yet.
Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.
Integrity signals
Registry
Cites
Statistics
Verification
Claims the paper makes
The claims and statistics of this paper haven’t been checked yet.
Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.
Self-check
Percentages, sums and reported differences re-computed from the paper’s own numbers.
The self-check needs the paper’s full text.
Citations
Cites
Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions
Ryan, R. M., & Deci, E. L. (2000) · Contemporary Educational Psychology · doi:10.1006/ceps.1999.1020 · Cited by 18,666
The origins of intelligence in children.
Piaget, J. (1952) · doi:10.1037/11494-000 · Cited by 10,687
From game design elements to gamefulness: defining "gamification"
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011) · Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments · doi:10.1145/2181037.2181040 · Cited by 8,402
Extrinsic Rewards and Intrinsic Motivation in Education: Reconsidered Once Again
Deci, E. L., Koestner, R., & Ryan, R. M. (2001) · Review of Educational Research · doi:10.3102/00346543071001001 · Cited by 1,596
Research works printed but not linked: 26
- Bergmann J., 2012, Flip your classroom: Reach every student in every class every day
- Brophy J. E., 2013, Motivating students to learn, 10.4324/9780203858318 · DOI
- 10.1016/j.compedu.2010.09.001 · DOI
- Cokley K. O., 2001, Measurement and Evaluation in Counseling and Development, 34, 109, 10.1080/07481756.2001.12069027 · DOI · Paper page
- 10.1016/j.compedu.2012.12.020 · DOI · Paper page
- Elam C., 2007, Journal of College Admission
- 10.1017/S1049096511002113 · DOI
- Evans A. J., 2012, The Journal of Private Enterprise, 28, 91
- 10.1016/j.cedpsych.2004.11.001 · DOI · Paper page
- 10.1080/08975930.2010.526032 · doi:10.1080/08975930.2010.526032
- 10.1080/0969594032000121270 · DOI · Paper page
- Howe N., 2003, Millennials go to college: Strategies for a new generation on campus
- Kapp K. M., 2012, The gamification of learning and instruction: Game-based methods and strategies for training and education
- Kim B., 2012, College & Research Libraries News, 73, 465, 10.5860/crln.73.8.8811 · DOI
- 10.1023/A:1024750807365 · DOI · Paper page
- Raban D., 2010, Interdisciplinary Journal of E-Learning and Learning Objects, 5, 247, 10.28945/76 · DOI
- Race P., 2010, Making learning happen: a guide for post-compulsory education
- Salen K., 2004, Rules of play: Game design fundamentals
- Sambell K., 2012, Assessment for learning in higher education, 10.4324/9780203818268 · DOI · Paper page
- 10.1016/j.chb.2012.06.007 · DOI · Paper page
- Skinner B. F., 1976, About behaviorism
- Smith-Robbins S., 2011, Educause Review, 46, 58
- Squire K., 2003, International Journal Intelligent Games & Simulation, 2, 49
- Tziralis G., 2007, The Journal of Prediction Markets, 1, 75, 10.5750/jpm.v1i1.421 · DOI
- 10.1177/0013164492052004025 · DOI · Paper page
- Zichermann G., 2011, Gamification by design: Implementing game mechanics in web and mobile apps
Cited by
Gamified learning in higher education: A systematic review of the literature
Subhash, S., & Cudney, E. A. (2018) · Computers in Human Behavior · doi:10.1016/j.chb.2018.05.028 · Cited by 1,043
Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education
Manzano-León, A., Camacho-Lazarraga, P., Guerrero, M. A., Guerrero-Puerta, L., Aguilar-Parra, J. M., Trigueros, R., & Alias, A. (2021) · Sustainability · doi:10.3390/su13042247 · Cited by 512
Comparing success and engagement in gamified learning experiences via Kahoot and Quizizz
Orhan Göksün, D., & Gürsoy, G. (2019) · Computers & Education · doi:10.1016/j.compedu.2019.02.015 · Cited by 418
Personalized Education in the Artificial Intelligence Era: What to Expect Next
Maghsudi, S., Lan, A., Xu, J., & van der Schaar, M. (2021) · IEEE Signal Processing Magazine · doi:10.1109/msp.2021.3055032 · Cited by 341
The impact of gamification in educational settings on student learning outcomes: a meta-analysis
Huang, R., Ritzhaupt, A. D., Sommer, M., Zhu, J., Stephen, A., Valle, N., Hampton, J., & Li, J. (2020) · Educational Technology Research and Development · doi:10.1007/s11423-020-09807-z · Cited by 340
Metadata
- Authors
- Buckley, P., & Doyle, E.
- Venue
- Interactive Learning Environments
- Publisher
- Informa UK Limited
- Published
- 2014-10-09
- Volume
- 24
- Issue
- 6
- Pages
- 1162-1175
- ISSN
- 1049-4820 (ISSN-L)
- 1744-5191
- OpenAlex
- W1968522627
- Cited by
- 879
- References
- 4
- FWCI
- 28.34
- Type
- journal article
- Language
- en
- Open access
- closed
About these checks
Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
Statistics and arithmetic are recomputed, not judged.
Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.
What counts as a claim ›How we measure confidence ›How we check this ›
Are you an author, or do you see a problem with this page? Request a review
How to cite
Cite CoChat for the checks on this page, and the paper for its own findings.
- This page
- CoChat. (2026). Citation check: Gamification and student motivation. https://app.cochat.ai/papers/10.1080/10494820.2014.964263
- The paper
- Buckley, P., & Doyle, E. (2016). Gamification and student motivation. Interactive Learning Environments. https://doi.org/10.1080/10494820.2014.964263
Data sources
Bibliographic data: Semantic Scholar, OpenAlex, Crossref.
Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).
Semantic Scholar’s data is described in: Kinney, R., et al. (2023). The Semantic Scholar Open Data Platform. arXiv:2301.10140.