GAMIFICATION AND MOTIVATION IN ONLINE CLASSROOMS: ENHANCING STUDENT ENGAGEMENT THROUGH DIGITAL LEARNING TOOLS
- Authors
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Dr. Emily Carter
Department of Educational Psychology and Digital Pedagogy, University of Manchester, United Kingdom
Author
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- Keywords:
- Gamification, Online Learning, Higher Education, Motivation, Engagement, Learning Technologies, EdTech
- Abstract
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Gamification — the integration of game design elements into non-game educational settings — has emerged as one of the most effective pedagogical innovations in higher education. This research investigates how gamified learning environments influence student motivation, engagement, and performance in online classrooms. Using a mixed-method approach across three European universities, the study evaluates quantitative performance metrics and qualitative student feedback on gamified tools such as Kahoot, Duolingo, and Moodle Game-based Learning Modules. The findings demonstrate a statistically significant increase in student participation and knowledge retention, suggesting gamification as a sustainable approach for digital pedagogy in higher learning.
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- Published
- 2025-11-18
- Issue
- Vol. 1 No. 1 (2025)
- Section
- Articles
- License
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Copyright (c) 2025 Dr. Emily Carter (Author)

This work is licensed under a Creative Commons Attribution 4.0 International License.
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- Dr. Emily Carter, IMPACT OF DIGITAL LEARNING ENVIRONMENTS ON STUDENT ENGAGEMENT AND ACADEMIC PERFORMANCE IN HIGHER EDUCATION , Eureka Journal of Education & Learning Technologies: Vol. 1 No. 1 (2025)








