GAMIFICATION AND MOTIVATION IN ONLINE CLASSROOMS: ENHANCING STUDENT ENGAGEMENT THROUGH DIGITAL LEARNING TOOLS

Authors
  • Dr. Emily Carter

    Department of Educational Psychology and Digital Pedagogy, University of Manchester, United Kingdom

    Author

Keywords:
Gamification, Online Learning, Higher Education, Motivation, Engagement, Learning Technologies, EdTech
Abstract

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.

Cover Image
Downloads
Published
2025-11-18
Section
Articles
License

Copyright (c) 2025 Dr. Emily Carter (Author)

Creative Commons License

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

How to Cite

GAMIFICATION AND MOTIVATION IN ONLINE CLASSROOMS: ENHANCING STUDENT ENGAGEMENT THROUGH DIGITAL LEARNING TOOLS. (2025). Eureka Journal of Education & Learning Technologies, 1(1), 19-24. https://eurekaoa.com/index.php/2/article/view/8

Most read articles by the same author(s)