GAMIFICATION IN EDUCATION: ENHANCING STUDENT ENGAGEMENT AND LEARNING OUTCOMES THROUGH INTERACTIVE GAME-BASED LEARNING PLATFORMS
DOI:
https://doi.org/10.64035/car.01.2025.16Keywords:
Gamification, Student Engagement, Motivation, Academic Performance, Game-Based Learning, Higher EducationAbstract
This study investigates the impact of gamification on student engagement, motivation, and academic performance through interactive game-based learning platforms. By utilizing a mixed-methods approach, including quantitative performance assessments and qualitative surveys, the research explores the effectiveness of gamified learning environments in higher education. Post-gamification student grades experienced substantial improvement with 15–20% average grade elevation as the evidence demonstrates. Files from student surveys document boosted student interest and dedication to learning following gamification implementation which led to improved engagement along with enhanced motivation. Research results showed that students who received gamified instruction scored better than those in regular non-gamified programs thus establishing gamification as a positive factor in academic outcomes. The students enjoyed how gamification enhanced their learning through prizes and challenges because they acquired better knowledge while having improved general school experiences. The research demonstrated that custom gamification methods produce better academic performance results only when students show high engagement with the learning material. Such findings show how gamification enhances student learning depth while motivating students which leads to improved academic outcomes thus expanding existing research about gamification in education. The research shows gamification implemented skillfully functions as a helpful teaching tool to enhance active learning while boosting student academic performance.
Downloads
Published
Issue
Section
License
Copyright (c) 2025 Awais Ur Rahman , Imran Yousaf (Author)

This work is licensed under a Creative Commons Attribution 4.0 International License.




