The Efficacy of Gamification for the Involvement of Students in Distance Education
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This chapter presents quantitative research that analyzes gamification's effectiveness in a distance learning mathematics undergraduate course. First, the growth of the culture of digital games and the development of gamification from a methodological perspective were discussed. Then, the fundamentals regarding gamification in distance education are presented. Methodologically, the research followed the research steps done by Rahman, Ahmad, and Hashim with some adaptations are indicated in this chapter. The data collection instrument used for this investigation consisted of a questionnaire for 37 students. The research data suggest that gamification promoted students' engagement with learning. It is concluded that the categories presented in the study indicate that students perceive gamification as an alternative to create more dynamic classes and promote learning.
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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 Pimentel et al., 2022
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References 31 · Cited by 1
- Authors
- Pimentel, F. S. C., de Barros, D. A. M., Silva, J. M. D., Silva, E. M. P. D., & Marques, M. M.
- Affiliations
- Universidade Federal de Alagoas (BR)
- Federal University of Alagoas, Brazil
- Centro de Investigação Didática e Tecnologia na Formação de Formadores (PT)
- Venue
- Advances in Game-Based Learning
- Publisher
- IGI Global
- Published
- 2022-05-20
- Pages
- 108-129
- ISSN
- 2327-1825 (ISSN-L)
- 2327-1833
- OpenAlex
- W4288048569
- Cited by
- 1
- References
- 31
- Citations by year
- 2026: 1
- FWCI
- 0.00
- Type
- book chapter
- Language
- en
- Open access
- green
- hdl.handle.net
- Licence
- cc-by
- Locations
- Advances in game-based learning book series (publishedVersion)
- Portuguese National Funding Agency for Science, Research and Technology (RCAAP Project by FCT) (submittedVersion, cc-by)
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Physical Sciences › Computer Science › Computer Science Applications › Online Learning and Analytics
- Social Sciences › Education › Online and Blended Learning
- Keywords
- gamification, distance education, student engagement, mathematics education, undergraduate mathematics courses, video games, game-based learning, student perceptions
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