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.

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Published

2025-11-18

Issue

Section

Articles

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

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