International Journal of Research and Innovation in Applied Science (IJRIAS)

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Addressing Challenges in Aligning Technology with Educational Objectives: Issues in Gamification and Game-Based Learning

  • Johan @ Eddy Luaran
  • Hasliza Binti Ramli
  • Jasmine Jain
  • 387-392
  • Mar 13, 2025
  • Education

Addressing Challenges in Aligning Technology with Educational Objectives: Issues in Gamification and Game-Based Learning

Johan @ Eddy Luaran1, Hasliza Binti Ramli2, Jasmine Jain3

1,2Faculty of Education, Universiti Teknologi MARA

3School of Education, Taylor’s University

DOI: https://doi.org/10.51584/IJRIAS.2025.10020034

Received: 08 February 2025; Accepted: 12 February 2025; Published: 13 March 2025

ABSTRACT

This research paper investigates the challenges and opportunities of integrating gamification and game-based learning (GBL) into educational settings.  While Gamification and Game-Based Learning hold significant potential for enhancing student engagement, motivation, and learning outcomes, their successful implementation hinges on aligning them with curriculum goals, adequate resources, and effective teacher training.  The paper explores key obstacles, such as misalignment with curriculum standards, resource limitations, and insufficient teacher preparation, and proposes solutions including curriculum integration, investment in technological infrastructure, and comprehensive teacher training. The study emphasizes the critical role of strategic planning and collaboration among educators, curriculum developers, and game designers to optimize the benefits of gamified learning and ensure its effectiveness in diverse educational contexts.  Finally, the paper discusses the potential of emerging technologies like VR and AR to further transform learning experiences, while also highlighting the importance of ethical considerations and the need for establishing all-encompassing norms for responsible application of these methods.

INTRODUCTION

In the current educational landscape, gamification and game-based learning have become prominent strategies aimed at increasing student motivation and engagement. In order to boost user engagement and motivation, gamification involves implementing game elements—such as points, badges, and leaderboards—into non-gaming environments (Seaborn et al., 2015). On the other hand, game-based learning creates a dynamic and engaging learning environment by utilising real games to accomplish educational goals (Al-Azawi et al., 2016). These methods are important because they can make learning more interesting and pleasurable, which will help students absorb the content better and remember it longer (Figueroa-Flores, 2016). However, the successful implementation of these strategies hinges on aligning them with educational objectives and curriculum standards. Challenges such as resource limitations, inadequate teacher training, and resistance to new technologies can impede this alignment, affecting the overall effectiveness of gamified learning environments (Kinzer et al., 2015). This paper explores the issues and challenges in integrating gamification and game-based learning with educational goals, aiming to propose solutions for better alignment and improved educational outcomes. By addressing these challenges, educators can leverage these innovative approaches to enhance student learning and engagement.

ALIGNING GAMIFICATION AND GAME-BASED LEARNING WITH EDUCATIONAL OBJECTIVES

The integration of gamification and game-based learning into educational frameworks presents considerable challenges, primarily due to the misalignment with curriculum goals, resource limitations, and insufficient teacher training. These obstacles hinder the effective implementation of these innovative approaches, which aim to enhance student engagement and achieve specific learning outcomes. Al-Azawi et al. (2016) highlight that while gamification and game-based learning hold significant potential for making learning more interactive and motivating, their success largely depends on aligning these tools with educational standards and providing adequate resources and professional development for educators. Therefore, this report focuses on addressing these challenges by proposing solutions such as curriculum integration, investment in technological infrastructure, and comprehensive teacher training to ensure the successful adoption and efficacy of gamified learning environments. By addressing these challenges, educators can leverage gamification to foster a more engaging and effective learning experience, ultimately improving student performance and motivation.

MISALIGNMENT WITH CURRICULUM GOALS

There are several obstacles to overcome when integrating gamification and game-based learning into educational environments, especially when coordinating these technology advancements with predetermined learning goals. Al-Azawi et al. (2016) state that the main problems are inadequate teacher preparation, limited resources, and misalignment with curriculum goals. These obstacles may cause learning gaps and make it more difficult to attain the intended educational goals. Gamified tools may be less effective if they are not in line with curriculum requirements and cannot effectively address important learning objectives. In addition, the smooth integration of these technologies into instructional methods may be impeded by inadequate technology infrastructure and resources. Moreover, inadequate preparation for educators may result in resistance and inefficient application of gamification techniques. In order to effectively realize the potential of gamification and game-based learning to improve student motivation, engagement, and academic success, it is essential that these issues be resolved. Thus, creating all-encompassing plans that incorporate professional development, resource investment, and curricular integration is crucial for the effective use of these cutting-edge teaching methodologies. Curriculum goals that are not aligned might cause learning gaps and make it more difficult to achieve the intended educational outcomes. Inadequate alignment of gamified technologies with educational standards can lead to a lack of coverage of crucial topics or competencies, hence producing incomplete or unconnected learning experiences. The main goal of gamification, which is to increase student engagement and enable a deeper knowledge of the subject matter, is compromised by this misalignment.

Game-based learning and gamification efficacy are also greatly impacted by limitations in resources. Adopting these strategies necessitates a large investment in technology infrastructure, including dependable internet connectivity, hardware, and software. Insufficient funding may make it difficult for educational institutions to give students the resources and assistance they need for successful gamified learning experiences, which might lead to less than satisfactory outcomes. These issues are also made worse by inadequate teacher preparation. It’s possible that teachers lack the self-assurance and expertise necessary to successfully incorporate gamification tools into their lesson plans. This could result in difficulties with adopting new technology or improper use of gamified approaches, which would lessen the benefits that these tools could have. Teachers must have adequate training and continual professional development to be prepared to use gamification and game-based learning resources in an efficient manner. In order to maximize the effectiveness of gamification and game-based learning and to have a good impact on student engagement and learning outcomes, these issues emphasize the significance of strategic planning and investment in aligning these approaches with educational objectives.

THE IMPORTANCE OF ADDRESSING CHALLENGES IN IMPLEMENTING GAMIFICATION AND GAME-BASED LEARNING IN EDUCATION

There are several obstacles in the way of gamification and game-based learning’s integration into educational environments, especially when it comes to coordinating these cutting-edge technologies with curriculum objectives and academic standards. Gamified learning has the potential to significantly increase student enthusiasm and engagement, as noted by Al-Azawi et al. (2016). However, these technologies run the danger of not living up to the expectations if they are not carefully aligned with educational objectives. Moreover, insufficient resources, insufficient training for educators, and reluctance to embrace novel technologies may impede the successful execution of these strategies. In order to guarantee that gamification and game-based learning not only engage students but also significantly improve their academic achievement and overall educational experience, it is imperative that these concerns be addressed. Thus, a calculated strategy that includes infrastructure and resource investment, curricular integration, and thorough professional development for educators is essential for the successful deployment of these educational innovations.

Resolving these issues is essential because gamification and game-based learning cannot reach their full potential in improving educational results without appropriate alignment, resource investment, and thorough teacher training. These actions are required to guarantee that gamified learning resources are not only interesting to use but also efficient and pertinent to education. Without these steps, schools can find it difficult to incorporate new technologies in a way that genuinely promotes the growth and learning of their students, wasting money and missing chances to enhance teaching methods. It is important to overcome these obstacles to establish an educational setting where gamification and game-based learning can succeed and fulfill their potential to increase student engagement and improve learning outcomes. Mekler et al. (2017) address gamification and game-based learning in detail, emphasizing the critical difficulty of coordinating technology development with educational goals. The need to strategically implement interventions targeted at improving student motivation, engagement, and learning outcomes is emphasized in their thesis. The study will examine several aspects of this problem, including why it is important to match gamified learning tools with curriculum standards, why significant funding for technology infrastructure and resources is needed, why teachers should receive extensive professional development, how to support differentiated instruction and learning, and what creative assessment techniques can be used to gauge the effectiveness of gamified learning. By conducting a comprehensive analysis of these crucial aspects, the paper seeks to offer practical perspectives and suggestions for bridging the gap between technology and educational goals in gamification and game-based learning contexts.

The successful integration of gamification and game-based learning into education relies heavily on aligning technology with educational objectives as highlighted by Mekler et al. (2017) et al. This alignment necessitates strategic coordination with curriculum standards, allocation of adequate resources and comprehensive training for educators. The thesis statement underscores the significance of this alignment in leveraging the potential of gamification and game-based learning to enhance student engagement, motivation, and learning outcomes. It emphasizes that addressing challenges such as misalignment with curriculum goals, resource limitations and teacher resistance requires a cohesive effort to ensure that technological innovations complement educational objectives effectively. Through this alignment, educators can harness the transformative power of gamification and game-based learning to create dynamic and engaging learning environments that cater to diverse student needs and foster meaningful educational experiences.

Differences between Gamification and GBL

Figure 1: Differences between Gamification and GBL

IDENTIFYING EDUCATIONAL OBJECTIVES

Gamification and game-based learning have the potential to completely transform education, but their effective integration depends on how well technical advancements align with learning goals. The determination of specific educational goals is a critical step in this alignment process, as noted by Figueroa-Flores et al. (2016) and Al-Azawi et al. (2016). Gamified learning environments are designed and implemented with educational objectives acting as guiding principles. These goals could be to help students become improved at solving problems, develop critical thinking skills or work together as a team. However, given the variety of student demands and learning styles, establishing these goals presents serious issues for educators (Kinzer et al., 2015). Moreover, careful preparation and coordination are needed to guarantee that instructional goals and game mechanics are in line as mentioned by Mekler and colleagues (2017). Teachers can effectively establish and accomplish learning objectives in gamified learning environments by utilizing techniques like stakeholder cooperation, requirements assessment, and iterative design processes, even in the face of these hurdles. Teachers can make the most of gamification and game-based learning to engage and encourage students in meaningful learning experiences by placing a high priority on the clarity and relevance of educational goals.

TECHNOLOGICAL INTEGRATION

Figueroa-Flores et al. (2016) explore in their study the crucial role that technology plays in gamification and game-based learning (GBL). They draw attention to the ways in which technology can both help and hinder the attainment of educational goals when used in conjunction with these approaches. Several case studies and examples provided by Liu et al. (2020) and Khan et al. (2017) show how successfully integrating technology into educational environments may greatly improve the learning experience for students. Al-Azawi et al. (2016) have noted how obstacles like inadequate infrastructure and resource constraints can make it difficult to adopt gamified learning systems successfully. Ensuring that technology is in line with educational goals and overcoming these obstacles are critical tasks for educators and administrators. Teachers can effectively use gamification tools to increase student engagement and accomplish targeted learning objectives by helping, training, and direction. Furthermore, as noted by Kinzer et al. (2015), collaboration is crucial between curriculum developers, educators, and game designers to create and execute gamified learning resources that closely match learning objectives and curriculum standards. For this reason, to optimize the advantages and mitigate any potential risks of technological integration in gamification, significant thought and strategic planning are needed.

STUDENT ENGAGEMENT AND MOTIVATION

Motivation and student involvement are essential components of effective teaching strategies. Figueroa-Flores et al. (2016) claim that gamification and game-based learning combined provide opportunities for increasing student engagement. This strategy is in line with the Self Determination Theory (SDT), which is explained by Mekler et al. (2017) and holds that the needs for relatedness, autonomy, and competence are what drive intrinsic motivation. Gamification stimulates students’ intrinsic motivation by adding components like social interactions, challenges, and prizes. This keeps students engaged and interested in learning activities over time. Teachers need to use techniques like offering fresh challenges to students to address this and rekindle their enthusiasm. To overcome this, teachers must use techniques like personalizing learning experiences, presenting fresh challenges, and creating a welcoming learning environment to pique students’ interest once more. Additionally, as Attali and Arieli-Attali (2015) propose, continuous assessment and feedback can assist teachers in identifying and addressing engagement barriers, ensuring that students stay engaged and dedicated to their learning process. Therefore, even if gamification has a great deal of potential to increase student engagement, maintaining long-term motivation and participation in the learning process calls for careful preparation and innovative strategies.

Figure 2: The Five Steps Model in Educational Gamification

Each step of the model presented by Huang and Soman (2013) is described in the work of Figueroa (2015). The five-step model is important to reflect and envision the educational objectives for proper gamify instruction. The 21st century learner will envision them as challenges and will be motivated to move from one level to another or from one stage to another. This could become part of a learning outcome.

ASSESSMENT AND EVALUATION

In ensuring that game-based learning and gamification are effective in educational contexts, assessment and evaluation are essential components. Liu et al. (2020) state that many techniques are used to evaluate how gamification affects student learning results. These techniques include both quantitative metrics like academic performance records and technology usage logs, as well as qualitative techniques like observation and interviews. But as Kinzer et al. (2015) point out, there are difficulties in assessing student performance in a gamified setting. One difficulty is figuring out how to quantify learning outcomes precisely in situations where the multifaceted character of learning in game-based environments may be better captured by standard assessment criteria. Teachers need to create assessment plans that may gather both qualitative and quantitative data to deliver a comprehensive understanding of student engagement and learning progress. According to Mekler et al. (2017), effective gamification evaluation techniques frequently include performance-based assignments, self-reported surveys, and teacher or peer feedback. Teachers may make sure that gamified learning experiences are significant and successful in raising student accomplishment and engagement by coordinating assessments with learning objectives.

FUTURE DIRECTIONS AND INNOVATIONS

Future Directions and Innovations in Game-Based Learning and Gamification hold great potential to change teaching methods. As noted by Khan et al. (2017) and Seaborn and Fels (2015), new technologies are constantly changing the face of educational gaming and providing fresh chances for interaction and learning. Technologies like virtual reality (VR) and augmented reality (AR), for example, have the potential to completely transform immersive learning environments by enabling students to engage with instructional materials in previously unheard-of ways. But these developments also bring with them new difficulties, such making sure that technology is accessible and equally available in a variety of learning environments (Figueroa-Flores, 2016). However, these technologies have enormous potential benefits that could allow for individualized learning experiences that are catered to the needs of each student (Al-Azawi et al., 2016). Future studies should concentrate on investigating cutting-edge pedagogical strategies that smoothly incorporate new technology into preexisting educational frameworks to fully use these opportunities (Mekler et al., 2017). Furthermore, it is imperative that educators and policymakers work together to create all-encompassing norms and standards regarding the moral and responsible application of game based learning technologies and gamification (Robson et al., 2015). They may guarantee that gamified education stays inclusive, captivating, and successful in educating students for the challenges of the twenty-first century by taking this action.

CONCLUSION

Incorporating gamification and game-based learning in education offers promising benefits, including enhanced student engagement, motivation, and learning outcomes. However, several challenges need to be addressed for these methods to succeed. Key issues include the misalignment of gamified tools with curriculum goals, which can create educational gaps and impede learning outcomes. The significant resource requirements, such as financial investment in technology and ongoing support, which many institutions lack. Educators also face resistance due to insufficient training and familiarity with these tools. To address these challenges, it is crucial to align gamified learning tools with curriculum standards, secure necessary funding for technological infrastructure, and provide comprehensive professional development for teachers. Collaboration between educators, curriculum developers, and game designers is essential to ensure educational relevance. By strategically aligning technology with educational objectives, educators can unlock the full potential of gamification and game-based learning, thereby improving student engagement, motivation, and academic performance. Further research and development are needed to create scalable solutions and fully understand the implications of these challenges. This report explores these issues and proposes actionable solutions for effective integration and widespread adoption of gamified learning in diverse educational contexts.

REFERENCES

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