Gamification as a strategy to improve motivation in basic Education Students

Authors

DOI:

https://doi.org/10.59169/pentaciencias.v8i3.1875

Keywords:

gamification; motivation; basic education; pedagogical strategies; active learning

Abstract

Motivation is a fundamental component of the teaching and learning process due to its influence on students’ participation, effort, persistence, and engagement in academic activities. In basic education, maintaining adequate levels of motivation represents a permanent challenge for teachers, particularly when traditional methodologies limit students’ active participation. In this context, gamification has gained relevance as a pedagogical strategy by incorporating game-related elements such as challenges, points, levels, badges, narratives, rewards, and feedback into educational experiences. The aim of this study was to analyze scientific literature on gamification as a strategy to improve motivation among basic education students, identifying its conceptual foundations, main elements, effects on student motivation and engagement, and implementation challenges. A narrative and analytical literature review was conducted using scientific articles, systematic reviews, and meta-analyses available in recognized academic sources. The findings indicate that gamification can enhance motivation, participation, and engagement when game elements are aligned with clearly defined pedagogical objectives. Nevertheless, its effectiveness depends on activity design, student characteristics, educational context, and appropriate teacher mediation. It is concluded that gamification represents a promising strategy for creating more participatory and motivating learning experiences in basic education, provided that its application goes beyond the superficial use of rewards and is coherently integrated into curriculum planning.

Downloads

Download data is not yet available.

References

Dehghanzadeh, H., Farrokhnia, M., Dehghanzadeh, H., Taghipour, K., & Noroozi, O. (2024). Using gamification to support learning in K-12 education: A systematic literature review. British Journal of Educational Technology, 55(1), 34–70. https://doi.org/10.1111/bjet.13335

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. https://doi.org/10.1145/2181037.2181040

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. https://doi.org/10.1109/HICSS.2014.377

Kalogiannakis, M., Papadakis, S., & Zourmpakis, A.-I. (2021). Gamification in science education: A systematic review of the literature. Education Sciences, 11(1), 22. https://doi.org/10.3390/educsci11010022

Li, L., Hew, K. F., & Du, J. (2024). Gamification enhances student intrinsic motivation, perceptions of autonomy and relatedness, but minimal impact on competency: A meta-analysis and systematic review. Educational Technology Research and Development, 72, 765–796. https://doi.org/10.1007/s11423-023-10337-7

Manzano-León, A., Camacho-Lazarraga, P., Guerrero, M. A., Guerrero-Puerta, L., Aguilar-Parra, J. M., Trigueros, R., & Alias, A. (2021). Between level up and game over: A systematic literature review of gamification in education. Sustainability, 13(4), 2247. https://doi.org/10.3390/su13042247

Romero-Rodríguez, J.-M., Martínez-Menéndez, A., Alonso-García, S., & Victoria-Maldonado, J.-J. (2024). The reality of the gamification methodology in primary education: A systematic review. International Journal of Educational Research, 128, 102481. https://doi.org/10.1016/j.ijer.2024.102481

Sailer, M., Hense, J. U., Mayr, S. K., & Mandl, H. (2017). How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction. Computers in Human Behavior, 69, 371–380. https://doi.org/10.1016/j.chb.2016.12.033

Sailer, M., & Homner, L. (2020). The gamification of learning: A meta-analysis. Educational Psychology Review, 32, 77–112. https://doi.org/10.1007/s10648-019-09498-w

Seaborn, K., & Fels, D. I. (2015). Gamification in theory and action: A survey. International Journal of Human-Computer Studies, 74, 14–31. https://doi.org/10.1016/j.ijhcs.2014.09.006

Zainuddin, Z., Chu, S. K. W., Shujahat, M., & Perera, C. J. (2020). The impact of gamification on learning and instruction: A systematic review of empirical evidence. Educational Research Review, 30, 100326. https://doi.org/10.1016/j.edurev.2020.100326

Zeybek, N., & Saygı, E. (2024). Gamification in education: Why, where, when, and how?—A systematic review. Games and Culture, 19(2), 237–264. https://doi.org/10.1177/15554120231158625

Published

2026-08-27

How to Cite

Parrales Cedeño, K. J. ., Suárez Choéz, A. A. ., Veliz Acosta, V. M. ., & Briones Cedeño, L. S. . (2026). Gamification as a strategy to improve motivation in basic Education Students. Revista Científica Arbitrada Multidisciplinaria PENTACIENCIAS - ISSN 2806-5794., 8(3), 402–410. https://doi.org/10.59169/pentaciencias.v8i3.1875

Issue

Section

Artículos originales