Level Up Learning: The Impact of Gamification as an Intervention Tool in Education
Main Article Content
Abstract
This systematic review examines the impact of gamification as an educational intervention. The researcher examines various journals and studies on the effects of gamification in education and reads the full papers. A thematic analysis has been used to determine the effects of gamification, based on the researcher's thorough review of the journals. The findings of the review showed that gamification has a compelling effect in the learning of the learners in terms of improving the learners’ engagement, enhancing learners' writing skills, better scores in practical assignments, and improvement in the academic performance of students. It was recommended that teachers be trained to implement gamification in their lessons to achieve the same positive results for learners.
Article Details

This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
-
Attribution — You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use.
-
NonCommercial — You may not use the material for commercial purposes.
-
NoDerivatives — If you remix, transform, or build upon the material, you may not distribute the modified material.
- No additional restrictions — You may not apply legal terms or technological measures that legally restrict others from doing anything the license permits.
References
Cabello, C. A., Abadiano, M. N., Mabitad, A., Pulma, D. B., & Hipe, A. (2021). Gamification in Education: The Motivation-Exploration-Implementation Theory. Turkish Online Journal of Qualitative Inquiry, 12(7).
Caponetto, I., Earp, J., & Ott, M. (2014, October). Gamification and education: A literature review. In European conference on games based learning (Vol. 1, p. 50). Academic Conferences International Limited.
Clavito, J. M., & SAMOSA, R. Gamification as an Innovative Strategy to Improve Learners' Writing Skills.
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: defining "gamification". Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments, 9-15.
Domínguez, A., Saenz-de-Navarrete, J., De-Marcos, L., Fernández-Sanz, L., Pagés, C., & Martínez-Herráiz, J. J. (2013). Gamifying learning experiences: Practical implications and outcomes. Computers & education, 63, 380-392.
EJ, A. L. (2021). Math Class Gamified! Effecs on the Mathematics Performance of COED Students of Eastern Samar State University, Philippines. Indian Journal of Science and Technology, 14(23), 1970-1974.
Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? --a literature review of empirical studies on gamification. 2014 47th Hawaii international conference on system sciences, 3025-3034.
Marcaida, J. L. M., Ortega, H. C. A., Castañeda, E. S., Cadeliña, P. M. M., Garcia, R. R. I., Valenzuela, L. R., & Tolentino, J. C. (2022). Gamification in a virtual ecology (GIVE): Enhancing classroom engagement in physical education among senior high school students. International Journal of Multidisciplinary: Applied Business and Education Research, 3(11), 2278-2289.
Moldez, C., Crisanto, M. A., Cerdeña, M. G. R., Maranan, D. S., & Figueroa, R. (2024). Innovation in Education: Developing and Assessing Gamification in the University of the Philippines Open University Massive Open Online Courses. arXiv preprint arXiv:2409.03309.
Nob, J. M. R. O., Roble, D. B., & Lomibao, L. S. (2024). Unveiling the Effects of Gamification on Math Learning: A Literature Review in the Philippine Context. Journal of Innovations in Teaching and Learning, 4(1), 13-19.
Stott, A., & Neustaedter, C. (2013). Analysis of gamification in education. Surrey, BC, Canada, 8(1), 36.
Dicheva, D., Dichev, C., Agre, G., & Angelova, G. (2015). Gamification in education: A systematic mapping study. Journal of educational technology & society, 18(3), 75-88.
Arnold, B. J. (2014). Gamification in education. Proceedings of the American society of Business and Behavioral Sciences, 21(1), 32-39.
Samosa, R. C., Policarpio, M. V., Canamaque, B. O., Camocamo, P. H. A., & Clavito, J. M. E. (2021). Gamification as an Innovative" Strategy" to Improve Learners' Writing Skills. Online Submission, 5(12), 25-32.
Toda, A. M., Valle, P. H., & Isotani, S. (2017, March). The dark side of gamification: An overview of negative effects of gamification in education. In Researcher links workshop: higher education for all (pp. 143-156). Cham: Springer International Publishing.