Cited by 160Educational Games and GamificationDigital Games and MediaInnovative Teaching Methodologies in Social Sciences

Impact of Gamification on Motivation and Academic Performance: A Systematic Review

Open access
Jaramillo-Mediavilla, Lorena, Basantes-Andrade, Andrea, Cabezas-González, Marcos, Casillas-Martín, Sonia·2024·Education Sciences

Abstract

This study aims to examine the existing evidence on gamification in educational settings, highlighting its impact on motivation and academic performance. Methodologically, a Systematic Literature Review (SLR) was developed under the PRISMA statement criteria using three multidisciplinary databases: Web of Science, Scopus, and Scielo. According to the inclusion, exclusion, and quality criteria, it was determined to include 9 SLR articles on gamification that address at least one of the two key variables: student motivation or academic performance. The articles were published between 2016 and 2022, available in open access, written in English or Spanish, and with content that is directly related to the research questions. The results reveal that gamification significantly influences motivation by facilitating the assimilation of knowledge, the improvement of skills and academic competencies of students, and specifically refers to a wide range of capabilities that are essential for success in the educational environment and that can be enhanced through playful and interactive learning experiences. These skills can be cognitive, self-learning, social, or collaborative, among others. It is concluded that creativity and adaptability are key to successfully implementing gamification in the classroom.

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.

A few free checks a day · papers already verified open instantly · results are public

Integrity signals

Registry

Crossref · 10.3390/educsci14060639

Cites

45 of 45 references verified0 citation errors · 0 not checkable

Statistics

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.

A few free checks a day · papers already verified open instantly · results are public

Claims other papers make about this one

Each is checked against this paper’s own text: does it say what the citing paper says it does?

  • Leaderboard-based competition with peers incentivizes incremental achievements with immediate feedback and social comparison mechanics.

    “Leaderboard-based competition with peers incentivizes incremental achievements with immediate feedback and social comparison mechanics [52].”

    From Health Benefits of Video Games in Adolescents and Young Adults (2026) · cites this paper as [52]

    The Discussion (p. 9) says leaderboards can foster competition among students, and the Conclusions (p. 11) say healthy competition motivates students to strive and provides immediate feedback. The paper does not specifically describe incremental achievements or identify social comparison as the mechanism; it also notes in the Introduction (p. 2) that leaderboards can sometimes demotivate students. (LLM, conf=0.82)

    Experimental — accuracy not yet measured
  • Language learning apps with gamified features such as streaks and experience points integrated with spaced repetition can help learners develop a consistent practice routine, making language acquisition more attainable for adolescents.

    “With gamified features, including streaks and experience points integrated with spaced repetition, language learning apps can help learners develop a consistent practice routine, making language acquisition more attainable for adolescents [52].”

    From Health Benefits of Video Games in Adolescents and Young Adults (2026) · cites this paper as [52]

    The Discussion (pp. 9–10) says game elements such as points can increase motivation and reports positive effects of gamification in languages. The Conclusions (p. 11) say repetition and practice in educational games reinforce learning. The paper does not establish that language-learning apps combine streaks or experience points with spaced repetition, build consistent practice routines, or make language acquisition more attainable specifically for adolescents. (LLM, conf=0.88)

    Experimental — accuracy not yet measured

Self-check

Percentages, sums and reported differences re-computed from the paper’s own numbers.

The self-check needs the paper’s full text.

Cites

Flagged first, then by citations

Research works printed but not linked: 20

  1. [1]1. Prieto-Andreu, J.M.; G ó mez-Escalonilla-Torrijos, J.D.; Said-Hung, E. Gamificaci ó n, motivaci ó n y rendimiento en educaci ó n: Una revisi ó n sistem á tica. Rev. Electr ó nica Educ. 2022 , 26 , 251-273. [CrossRef]
  2. [5]5. Alosaimi, M.A.; Umar, I.N.; Rabu, S.N.A. The Moderation Effect of Teachers' Experience and Biography on Their Inten-tion To Use the Gamification in Online Learning Activities. J. Theor. Appl. Inf. Technol. 2023 , 101 , 4459-4471.
  3. [10]10. Á lvarez, A.; Polanco, N. La gamificaci ó n como experiencia de aprendizaje en la educaci ó n. Rev. Tecnol ó gica-Educ. Docentes 2.0 2018 , 6 , 19-23. [CrossRef]
  4. [17]17. Palomino, M.D.C.P. Implications of gamification in Higher Education: A systematic review of student perception. Rie-Revista De Investig. Educ. 2021 , 39 , 169-188. [CrossRef]
  5. [18]18. Nair, S.; Mathew, J. Evaluation of a gamified learning experience: Analysis of factors that impact the effectiveness of a gamified experience. Rev. Conhecimento Online 2021 , 2 , 4-20. [CrossRef]
  6. [21]21. Yepes-Nuñez, J.J.; Urr ú tia, G.; Romero-Garc í a, M.; Alonso-Fern á ndez, S. Declaraci ó n PRISMA 2020: Una gu í a actualizada para la publicaci ó n de revisiones sistem á ticas. Rev. Esp. Cardiol. 2021 , 74 , 790-799. [CrossRef]
  7. [24]24. Petticrew, M.; Roberts, H. Systematic Reviews in the Social Sciences: A Practical Guide ; Wiley: Hoboken, NJ, USA, 2008.
  8. [30]30. Arias, J.C.; Mon, F.E. Gamified flipped classroom as a pedagogical strategy in higher education: A systematic review. Edutec 2022 , 84-98. [CrossRef]
  9. [34]34. Montalb á n Mart í nez, N. Gamificaci ó n y Aula Invertida. Una Experiencia Motivadora Para el Estudio de las Unidades Fraseol ó gicas. Universidad de Murcia, 2019, 28, 67-77. Available online: https://dialnet.unirioja.es/servlet/articulo?codigo=72 73473 (accessed on 1 March 2021).
  10. [36]36. Sevil, J.S.A. Kahoot, Socrative & Quizizz. Herramientas gratuitas para fomentar un aprendizaje interactivo y la gamificaci ó n en el aula. In Buenas Pr á cticas en la Docencia Universitaria con Apoyo de TIC ; Red de Bibliotecas Universitarias: Madrid, Spain, 2016; pp. 17-27.
  11. [37]37. Deterding, S.; Sicart, M.; Nacke, L.; O'Hara, K.; Dixon, D. Gamificaci ó n. Utilizando elementos de diseño de juegos en contextos que no sean de juego. CHI 2011 , 5-8. [CrossRef]
  12. [41]41. Bishop, J.; Verleger, M. The Flipped Classroom: A Survey of the Research. In Proceedings of the 2013 ASEE Annual Conference & Exposition, Atlanta, GA, USA, 23-26 June 2013; pp. 23.1200.1-23.1200.18.
  13. [44]44. Mateos, C.N.; L ó pez, I.J.P .; Marzo, P .F. Gamification in the Spanish educational field: A systematic review. Retos 2021 , 42 , 507-516. [CrossRef]
  14. [46]46. Corchuelo-Rodriguez, C.A. Gamificaci ó n En Educaci ó n Superior: Experiencia Innovadora Para Moti-Var Estudiantes Y Dinamizar Contenidos En El Aula Gamification In Higher Education: Innovati-Ve Experience To. Rev. Electr ó nica Tecnol. Educ. 2018 , 29-41. [CrossRef]
  15. [47]47. Magad á n-D í az, M.; Rivas-Garc í a, J.I. Classroom gamification in online higher education: The use of Kahoot. Campus Virtuales 2022 , 11 , 137-152. [CrossRef]
  16. [50]50. L ó pez-Navarro, E.E.; Giorgetti, D.; Isern-Mas, C.; Barone, P. Gamification improves extrinsic but not intrinsic motivation to learning in undergraduate students: A counterbalanced study. Eur. J. Educ. Psychol. 2023 , 16 , 1-18. [CrossRef]
  17. [51]51. Rodr í guez-Gonz á lez, P.; Cecchini, J.; M é ndez-Gim é nez, A.; S á nchez-Mart í nez, B. Motivaci ó n Intr í nseca, Inteligencia Emocional y Autorregulaci ó n del Aprendizaje: Un An á lisis Multinivel. Rev. Int. De Med. Y Cienc. De La Act. Fis. Y Del Deport. 2021 , 21 , 235-252. [CrossRef]
  18. [53]53. Garc í a-Casaus, F.; Cara-Muñoz, J.; Mart í nez-S á nchez, J.; Cara-Muñoz, M. La gamificaci ó n en el aula como herramienta motivadora en el proceso de enseñanza-aprendizaje. Log í a Educ. F í sica Y Deport. 2021 , 1 , 43-52. Available online: https://logiaefd.com/wpcontent/uploads/2021/02/5.pdf (accessed on 1 March 2021).
  19. [54]54. Ortiz-Col ó n, A.-M.; Jord á n, J.; Agredal, M. Gamificaci ó n en educaci ó n: Una panor á mica sobre el estado de la cuesti ó n. Educ. Pesqui. 2018 , 44 , 1-17. [CrossRef]
  20. [55]55. Aquilino, S.P. DEPORTES ADAPTADOS. Revista de La Federaci ó n Española de Medicina Del Deporte y de La Confederaci ó n Iberoamericana de Medicina Del Deporte, 1998, 15, 323-334. Available online: https://dialnet.unirioja.es/servlet/articulo? codigo=8750276 (accessed on 1 March 2021).

Cited by

Sorted by citations

Authors
Jaramillo-Mediavilla, L., Basantes-Andrade, A., Cabezas-González, M., & Casillas-Martín, S.
Affiliations
  • Universidad Técnica del Norte (EC)
  • Faculty of Education, Universidad de Salamanca, 37008 Salamanca, Spain
Corresponding author
Jaramillo-Mediavilla, Lorena
Venue
Education Sciences
Publisher
MDPI AG
Published
2024-06-13
Volume
14
Issue
6
Pages
639
ISSN
2227-7102 (ISSN-L)
OpenAlex
W4399680854
Cited by
160
References
45
Citations by year
2026: 74 · 2025: 75 · 2024: 10 · 2023: 1
FWCI
15.38
Type
journal article
Language
en
Open access
Locations
  • Education Sciences (publishedVersion, cc-by)
  • Hispana (publishedVersion, other-oa)
  • Gredos (University of Salamanca) (submittedVersion, other-oa)
  • DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion, cc-by-sa)
Funders
Universidad Técnica del Norte
Topics
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Social Sciences › Sociology and Political Science › Digital Games and Media
  • Social Sciences › Education › Innovative Teaching Methodologies in Social Sciences
Keywords
gamification, student motivation, academic performance, game-based learning, skill acquisition, academic competence, creativity, adaptability, playful learning

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