Ionut_eduardo_noris_gagicar_ca_asa_vreau_eu_off... May 2026
The rise of online learning environments has led to an increased interest in innovative strategies to enhance student engagement and motivation. Gamification, the use of game design elements in non-game contexts, has emerged as a promising approach. By incorporating game-like features, such as points, badges, and leaderboards, educators aim to create more interactive and immersive learning experiences.
This study employed a mixed-methods approach, combining both quantitative and qualitative data collection and analysis methods. A survey was administered to a sample of 100 students who participated in a gamified online course, and in-depth interviews were conducted with 20 students to gather more detailed insights.
Deci, E. L., & Ryan, R. M. (2000). The "what" and "why" of goal pursuit: A self-determination theory perspective. Psychological Inquiry, 11(4), 227-268. ionut_eduardo_noris_gagicar_ca_asa_vreau_eu_off...
Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? A literature review of empirical studies on gamification. In Proceedings of the 47th Hawaii International Conference on System Sciences, 3025-3034.
The integration of gamification elements in online learning environments has gained significant attention in recent years. This paper explores the effects of gamification on educational outcomes, including student engagement, motivation, and academic performance. A review of existing literature reveals that gamification can have a positive impact on these outcomes, particularly when designed and implemented effectively. The paper also discusses the challenges and limitations of gamification in education and provides recommendations for educators and researchers. The rise of online learning environments has led
Dichev, C., & Dicheva, D. (2017). The gamification of education: A critical analysis. Educational Technology, 57(4), 37-43.
The theoretical framework for this study is based on the Self-Determination Theory (SDT) of motivation (Deci & Ryan, 2000). According to SDT, human behavior is motivated by three innate psychological needs: autonomy, competence, and relatedness. Gamification can satisfy these needs by providing learners with choices, challenges, and opportunities for social interaction. This study employed a mixed-methods approach, combining both
The results of the study indicate that gamification had a positive impact on student engagement, motivation, and academic performance. The survey results showed that students who participated in the gamified course reported higher levels of engagement and motivation compared to those in a traditional online course. The interview data revealed that students enjoyed the interactive and competitive aspects of gamification, which helped to sustain their interest and motivation throughout the course.