How Gamification Affects Motivation and Retention Level of Primary and Middle School Students? A Narrative Review


Authors : Rajeev Kumar Mishra; Vinod Kumar Kanvaria

Volume/Issue : Volume 11 - 2026, Issue 2 - February


Google Scholar : https://tinyurl.com/44jccw65

Scribd : https://tinyurl.com/3wks34vm

DOI : https://doi.org/10.38124/ijisrt/26feb257

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Abstract : Gamifications have been a unique way of teaching practical lessons and testing young ones in real situations since ages. Gamification provides ample of opportunities for educators to convey their thoughts among students. This paper follows the approach of qualitative analysis of previously published articles for gaining insights at present about how gamification is affecting motivation and retention level of primary and middle school students. The articles published between 2020-2025 have been considered under the study. The whole thing comes down to key theories, in this case, Cognitive load theory, Selfdetermination theory, and Flow theory. The key outcomes of this study, gamification increases learning outcomes, particularly for elementary students. Points, badge, leader boards, storylines, progress bars, and team play all these mechanisms were looked at. Of course there are downsides: the over justification-effect, anxious competition, and the fact that novelty fades away. The paper concludes with useful hopes for teachers as well as a map of the directions for the researches to take in K-8 gamified classrooms.

Keywords : Gamification, Motivation, Retention, Primary Education, Middle School, Game Based Learning.

References :

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Gamifications have been a unique way of teaching practical lessons and testing young ones in real situations since ages. Gamification provides ample of opportunities for educators to convey their thoughts among students. This paper follows the approach of qualitative analysis of previously published articles for gaining insights at present about how gamification is affecting motivation and retention level of primary and middle school students. The articles published between 2020-2025 have been considered under the study. The whole thing comes down to key theories, in this case, Cognitive load theory, Selfdetermination theory, and Flow theory. The key outcomes of this study, gamification increases learning outcomes, particularly for elementary students. Points, badge, leader boards, storylines, progress bars, and team play all these mechanisms were looked at. Of course there are downsides: the over justification-effect, anxious competition, and the fact that novelty fades away. The paper concludes with useful hopes for teachers as well as a map of the directions for the researches to take in K-8 gamified classrooms.

Keywords : Gamification, Motivation, Retention, Primary Education, Middle School, Game Based Learning.

Paper Submission Last Date
28 - February - 2026

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