Impact of Gamification on Motivation and Academic Performance: A Systematic Review
Open accessAbstract
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.
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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 measuredLanguage 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)
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РЕАЛІЗАЦІЯ ЕЛЕМЕНТІВ ГЕЙМІФІКАЦІЇ В ЦИФРОВИХ ОСВІТНІХ РЕСУРСАХ
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Enhancing Engagement: Key Factors for Exceptional Learners in Gamified Education
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NeuroApp, serious games for enhancing neuroscience learning in undergraduate students: A pilot study
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Metodologías activas en el proceso enseñanza aprendizaje en la educación superior
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Health Benefits of Video Games in Adolescents and Young Adults
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“With gamified features, including streaks and experience points integrated with spaced repetition, language learning apps can help learners develop a consistent practice routine, mak - ing language acquisition more attainable for adolescents [52 ].”
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Gamification Learning Strategies on Learners’ Performance in Mathematics
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Modern Trends in Teaching Engineering Disciplines: Innovative Technologies and Foreign Experience
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Brumar, R., Nicola, S., & Ciocârlie, H. (2025) · Multimodal Technologies and Interaction · doi:10.3390/mti9110111 · Cited by 1 · see citing works
Enhancing Education Through Game-Based Learning: Benefits and Future Directions
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Gamification in Science Education: Mapping a decade of research through Bibliometric analysis
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Generative AI for Classroom Orchestration: Cultivating Inquiry and Student Agency in Learning
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When Learning is Tracked: The Impact of Quantified Self on Individual Learning Performance
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The Time Machine: Impact of a Branching Narrative Serious Game on Student Motivation and Persistence
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Aplicação da gamificação no ensino de lógica de programação para estudantes do ensino técnico
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Prize‐Based Learning in an Introductory Computer Course—A Case Study
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High School Students' Sentiments and Outcomes in FossilSketch Learning Activities
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Digital Gamification: Application of Kahoot in teaching Biology SubjectPreprint
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How to Embed “Gamification” Into Entrepreneurship Courses to Enhance Student Engagement
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KONTRIBUSI PERMAINAN MISTERY BOX TERHADAP PENGENALAN VOCABULARY BAHASA INGGRIS PADA ANAK USIA DINI
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Work In Progress: Gamified Escape Rooms for Statics
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Educator Professional Subjectivities in Gamification: Knowing, Being and Doing
Howard, N.-J., & Cook, E. J. (2025) · Journal of Hypermedia & Technology-Enhanced Learning (J-HyTEL) · doi:10.58536/j-hytel.171
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Antonio, R. L., & Cajimat, R. T. (2025) · International Journal of Research Studies in Education · doi:10.5861/ijrse.2025.25169
Awareness and Utilization of Game Elements and Techniques in Teaching Mathematics
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Navigating the Global Workforce Through Workplace Learning and Professional Development
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Paws and Pedagogy: Using Pet Photos in a Learning Management System to Enhance Student EngagementPreprint
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Editorial: Reviews in educational psychology
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Impact of the Gamification-Enriched Hybrid Information Literacy Education on Student Achievement
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Chang, C., Wu, M.-C., & Yang, J. C. (2025) · BMC Oral Health · doi:10.1186/s12903-025-06888-1
A Systematic Review of Tiktok-Based Gamification for Civic Education Among Generation Z
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Blockchain-driven Gamification Model to Enhance Student Participation
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Oh, Y., Ryu, M.-A., & Uhm, J.-P. (2025) · Communication & Sport · doi:10.1177/21674795251401534
Games und Gamification. Zum Einsatz von Spielen und Spielelementen in der Lehre
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Perspective Chapter: Empowering Digital Education through Information Literacy
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Impact of Gamification on Student Learning and Motivation in Introductory Programming Courses
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E-Coaching: Künstliche Intelligenz und andere digitale Trends
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- 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
- ORCID
- 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
- gold
- doi.org
- Licence
- 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
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