Gamification for Learning: Development and Application of Learning Software for Enhancing Student Engagement and Motivation
Abstract
The development of learning software with gamification characteristics has emerged as a solution to enhance students' interest and engagement in learning in vocational colleges. However, designing effective learning software that combines game elements and educational content to overcome students' aversion to formula calculations and improve their learning outcomes poses a significant challenge. To address this challenge, this study focuses on the course of applied mathematics and investigates the development and application of a learning software with game characteristics. The software, developed using the C# language, incorporates a “alarm light” game victory condition and a “mathematical derivation” module to teach system reliability. The effectiveness of the gamified learning software was evaluated through data analysis from a study involving 71 students. The average scores for various questions were as follows: Q1 (2.71), Q2 (2.68), Q3 (2.38), Q4 (2.41), and Q5 (2.54). These results demonstrate the positive impact of the software on enhancing students' learning involvement, motivation, attractiveness of learning content, enjoyment, and their willingness to continue using the software. The development and application of the gamified learning software have proven successful in improving the quality of teaching and students' engagement and motivation in vocational colleges. This highlights the potential of integrating game characteristics into educational software to enhanc…
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Interventions that combined gamification with interactive or narrative structures tended to increase participation and attention.
“Interventions that combined gamification with interactive or narrative structures tended to increase participation and attention (Feroz et al., 2020;Pimentel et al., 2022;Wang et al., 2024).”
From Gamification on Mathematics Engagement and Motivation in Secondary School and Higher Education: A Systematic Review and Meta-Analysis (2026) · cites this paper as Wang et al., 2024
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- Authors
- Wang, S., Kong, X., & Wang, N.
- Affiliations
- Beijing University of Technology (CN)
- University of Science and Technology Beijing (CN)
- Venue
- 2024 13th International Conference on Educational and Information Technology (ICEIT)
- Publisher
- IEEE
- Published
- 2024-03-22
- Pages
- 61-66
- OpenAlex
- W4399377027
- Cited by
- 13
- References
- 19
- Citations by year
- 2026: 1 · 2025: 4 · 2024: 8
- FWCI
- 19.98
- Type
- conference paper
- Language
- en
- Open access
- closed
- Locations
- International Conference on Educational and Information Technology (publishedVersion)
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Physical Sciences › Computer Science › Information Systems › Multimedia Learning Systems
- Physical Sciences › Computer Science › Information Systems › Educational Technology and E-Learning
- Keywords
- gamification, educational software, student engagement, student motivation, applied mathematics education, system reliability, vocational college students, game elements in learning, C# software development
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