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
Note : A published paper may take 4-5 working days from the publication date to appear in PlumX Metrics, Semantic Scholar, and ResearchGate.
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 :
- Ahmed, M. M. H., & Indukhya, B. (2021). Evaluation of user experience, cognitive load, and training performance of a gamified cognitive training application for children with learning disabilities. Frontiers in Computer Science, 3, 617056. https://doi.org/10.3389/fcomp.2021.617056
- Al Ali, R., Al-Hassan, O., Al-Barakat, A., Bataineh, O., & Al-Jawaldeh, F. (2024). Effectiveness of utilizing gamified learning in improving creative reading skills among primary school students. Forum for Linguistic Studies, 6(6), 816-830. https://doi.org/10.30564/fls.v616.7518
- Almo, A., Ryan, R., Halloran, E., & Butler, D. (2024). Exploring children’s experience with an infinite leaderboard in a digital maths game. International Journal of Serious Games, 11(4).
- Alotaibi, M. S. (2024). Game-based learning in early childhood education: A Systematic review and meta-analysis. Frontiers in Psychology, 15, 1307881. https://doi.org/10.3389/fpsyg.2024.1307881
- Baah, C., Govender, I., & Subramanian, P. R. (2024). Enhancing learning engagement: A study on gamification’s influence on motivation and cognitive load. Education Sciences, 14(10), 1115. https://doi.org/10.3390/educsci14101115
- Bai, S., Hew, K.F., & Huang, B. (2020). Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts. Educational Research Review, 30, 100322. https://doi.org/10.1016/j.edurev.2020.100322
- Challco, G. C., Bittencourt, I.I., Reis, M., Santos, J., & Isotani, S. (2023). Gamiflow: Towards a flow theory-based gamification framework for learning scenarios. In Artificial Intelligence in Education (AIED 2023). Springer. https://doi.org/10.1007/978-3-031-36336-8_65
- Csiksentmihalyi, M. (1990). Flow: The psychology of optimal experience. Harper & Row.
- Deci, E. L., & Ryan, R. M. (2000). The “what” and “why” of goal pursuits: Human needs and the self-determination of behavior. Psychology Inquiry, 11(4). 227-268. https://doi.org/10.1207/S15327965PLI1104_01
- Dichev, C., & Dicheva, D. (2017). Gamifying education: What is known, what is believed and what remains uncertain. International Journal of Educational Technology in Higher Education, 14(9). https://doi.org/10.1186/s41239-017-0042-5
- Fegely, A., Schultz, M., Senkpeil, R., Cao, C. T., Hsu, J. L., & Bhatt, J. M. (2021). A tale of two institutions: Analyzing the impact of gamified student response systems on student anxiety. CBE-Life Sciences Education, 20(2). https://doi.org/10.1187/cbe.20-08-0187
- Gonzalez, S., Sanchez, M., & Chacon, J. (2021). Using ClassCraft to improve primary school students’ knowledge and interest in sustainable mobility. Sustainability, 13(17), 9939. https://doi.org/10.3390/su13179939
- Hanus, M. D., & Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers & Education, 80, 152-161. https://doi.org/10.1016/j.compedu.2024.08.019
- Huang, R., Ritzhaupt, A.D., Sommer, M., Zhu, J., Stephen, A., Valle, N., Hampton, J., & Li, J. (2020). The impact of gamification in educational settings on student learning outcomes: A meta-analysis. Educational Technology Research and Development, 68(4), 1875-1901. https://doi.org/10.1007/s11423-020-09807-z
- Jiang, X., Pajak, B., & Kittredge, A. (2022). Evaluating the reading and listening outcomes of Doulingo learners. Foreign Language Annals, 55, 1-28. https://doi.org/10.1111/flan.12600
- Kurnaz, F. (2025). A meta-analysis of gamification’s impact on student motivation in K-12 education. Psychology in the Schools. https://doi.org/10.1002/pits.70056
- Li, M., Ma, S., & Shi, Y. (2023). Examining the effectiveness of gamification as a tool promoting teaching and learning in educational settings: A meta-analysis. Frontiers in Psychology, 14, 1253549. https://doi.org/10.3389/fpsyg.2023.1253549
- Luking, P., Markic, S., & Kelkel, M. (2023). The effect of basic psychological needs on the flow experience in a digital gamified learning setting. Frontiers in Psychology, 14, 1243530. https://doi.org/10.3389/fpsyg.2023.1243530
- Mekler, E. D., Bruhlmann, F., Tuch, A. N., & Opwis, K. (2017). Towards understanding the effects of individual gamification elements on intrinsic motivation and performance. Computers in Human Behavior, 71, 525-534. https://doi.org/10.1016/j.chb.2015.08.048
- Mohammed, M., Fatemah, A., & Hassan, L. (2024). Effects of gamification on motivations of elementary school students: An Action research field experiment. Simulation & Gaming. https://doi.org/10.1177/10468781241237389
- Ratinho, E., & Martins, C. (2023). The role of gamified learning strategies in student’s motivation in high school and higher education: A systematic review. Heliyon, 9(8), e19033. https://doi.org/10.1016/j.heliyon.2023.e19033
- Rayan, B., & watted, A. (2024). Enhancing education in elementary schools through gamified learning: Exploring the impact of Kahoot! on the learning process. Education Sciences, 14(3), 277. https://doi.org/10.3390/educsci14030277
- Sailer, M., & Hommer, L. (2020). The gamification of learning: A meta-analysis. Educational Psychology Review, 32(1), 77-112. https://doi.org/10.1007/s10648-019-09498-w
- Sambo, K. U., Shishah, W., & Isiaku, L. (2025). Barriers to gamification adoption in education: A ansystematic review of cultural, technological, and institutional challenges in developing countries. Information Development. https://doi.org/10.1177/02666669251331268
- Sanchez, D. R., Langer, M., & Kaur, R. (2023). Gamification enhances student intrinsic motivation, perceptions of autonomy and relatedness, but minimal impact on competency: A meta-analysis and system review. Educational Technology Research and Development. https://doi.org/10.1007/s11423-023-10337-7
- Umboh, D., Tarusu, D., Mirini, A., & Sumantri. M. S. (2021). Improvement of student mathematics learning outcomes through Kahoot learning games application at elementary school. Journal of Physics: Conference Series, 1869, 012124. https://doi.org/10.1088/1742-6596/1869/1/012124
- Wang, A. I., & Tahir, R. (2020). The effect of using Kahoot! for learning- A literature review. Computers & Education, 149, 103818. https://doi.org/10.1016/j.compedu.2020.103818
- Wang, Z., Harun, J., & Yuan, Y. (2024). Enhancing reading instruction through gamification: A systematic review of theoretical models, implementation strategies, and measurable outcomes (2020-2024). Journal of Information Technology Education: Research, 23, Article 28. https:// doi.org/10.28945/5394
- Xezonaki, A. (2023). The use of Kahoot in preschool mathematics education. Advances in Mobile Learning Educational Research, 3(1), 648-657. htpps://doi.org/10.25082/AMLER.2023.01.014
- Zeng, C., & Fisher, L. (2024). Opening the “black box”: How out-of-class use of Duolingo impacts Chinese junior high school students’ intrinsic motivation for English. Sage Open. https://doi.org/10.1177/20965311231171606
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.