Gamification or Gamipulation ? A Conceptual Framework for Ethical Practices in Higher Education among Generation Z
Authors
Faculty of Business and Management, Universiti Teknologi MARA, Johor Branch, Segamat Campus, (Malaysia)
Faculty of Business and Management, Universiti Teknologi MARA, Selangor Branch, Puncak Alam Campus, (Malaysia)
Muhammad Zulqarnain Hakim Ab Jalal
Faculty of Computer and Mathematical Sciences, Universiti Teknologi MARA, Johor Branch, Segamat Campus (Malaysia)
Faculty of Business and Management, Universiti Teknologi MARA, Johor Branch, Segamat Campus, (Malaysia)
Faculty of Business and Management, Universiti Teknologi MARA, Johor Branch, Segamat Campus, (Malaysia)
Article Information
DOI: 10.47772/IJRISS.2026.102100129
Subject Category: Education
Volume/Issue: 10/21 | Page No: 1563-1571
Publication Timeline
Submitted: 2026-09-02
Accepted: 2026-09-07
Published: 2026-10-01
Abstract
Gamification has become an increasingly prominent strategy in higher education, including in digitally mediated learning environments where many contemporary students encounter interactive platforms, rapid feedback, and visible progress indicators. However, the use of game elements such as points, badges, leaderboards, progress indicators, and rewards does not automatically produce meaningful learning, nor should Generation Z students be treated as a homogeneous group with uniform technological preferences. This conceptual paper distinguishes pedagogical gamification from gamipulation, defined as the manipulative use of game mechanics to control student behavior through excessive surveillance, artificial urgency, public comparison, punishment, or overreliance on extrinsic rewards. Drawing on literature on motivation, ethical gamified education, and Generation Z learning preferences, the paper proposes a conceptual framework for evaluating whether gamified practices support or undermine educational integrity. The framework examines four dimensions: motivation, student agency, social dynamics, and feedback loops. It argues that ethical gamification should align game mechanics with learning outcomes, foster autonomy and competence, protect learner dignity and privacy, encourage collaboration, and provide constructive feedback for mastery. In contrast, gamipulation risks reducing learning to compliance, performance metrics, and superficial participation. The paper concludes that game-based practices in higher education should be designed as pedagogical scaffolds rather than behavioral control systems. For diverse Generation Z learners, ethical gamification is most valuable when it supports meaningful participation, reflection, and intrinsic motivation while avoiding coercive or anxiety-inducing design choices.
Keywords
Gamification; Gamipulation; Higher Education; Generation Z; Ethical Instructional Design
Downloads
References
1. Alcalá, D. H., Puello, Á. P., & Garijo, A. H. (2025). Fundamentos para Aplicar la Gamificación en Educación Física desde una Perspectiva Reflexiva y Crítica. Cultura Ciencia y Deporte, 20(65). https://doi.org/10.12800/ccd.v20i65.2328 [Google Scholar] [Crossref]
2. Alruthaya, A., Nguyen, T.-T., & Lokuge, S. (2021). The application of digital technology and the learning characteristics of Generation Z in higher education. arXiv. https://doi.org/10.48550/arXiv.2111.05991 [Google Scholar] [Crossref]
3. Alsawaier, R. S. (2017). The effect of gamification on motivation and engagement. International Journal of Information and Learning Technology, 35(1), 56–79. https://doi.org/10.1108/ijilt-02-2017-0009 [Google Scholar] [Crossref]
4. Bai, S., Hew, K. F., Gonda, D. E., Huang, B., & Liang, X. (2022). Incorporating fantasy into gamification promotes student learning and quality of online interaction. International Journal of Educational Technology in Higher Education, 19(1), 29. https://doi.org/10.1186/s41239-022-00335-9 [Google Scholar] [Crossref]
5. Chan, C. K. Y., & Lee, K. K. W. (2023). The AI generation gap: Are Gen Z students more interested in adopting generative AI such as ChatGPT in teaching and learning than their Gen X and millennial generation teachers? Smart Learning Environments, 10(1). https://doi.org/10.1186/s40561-023-00269-3 [Google Scholar] [Crossref]
6. Covrig, M., Agoston, S., Igreţ, R. Ş., Marinaş, C. V., Miron, A. D., & Roman, M. (2023). Students engagement and motivation in gamified learning. Amfiteatru Economic, 25, 1003. https://doi.org/10.24818/ea/2023/s17/1003 [Google Scholar] [Crossref]
7. Dichev, C., & Dicheva, D. (2017). Gamifying education: What is known, what is believed and what remains uncertain: A critical review. International Journal of Educational Technology in Higher Education, 14(1). https://doi.org/10.1186/s41239-017-0042-5 [Google Scholar] [Crossref]
8. Galstyan, A. (2025). Gamification in higher education: Enhancing learning through game-based strategies. Foreign Languages in Higher Education, 29, 108–125. https://doi.org/10.46991/flhe.2025.29.2.108 [Google Scholar] [Crossref]
9. Gao, F. (2024). Advancing gamification research and practice with three underexplored ideas in Self-Determination Theory. TechTrends, 68(4), 661–671. https://doi.org/10.1007/s11528-024-00968-9 [Google Scholar] [Crossref]
10. Gündüz, A. Y. (2025). Rethinking Gamification (pp. 1–32). https://doi.org/10.4018/979-8-3373-5157-5.ch001 [Google Scholar] [Crossref]
11. Huber, S. E., Kiili, K., Nebel, S., Ryan, R. M., Sailer, M., & Ninaus, M. (2024). Leveraging the Potential of Large Language Models in Education Through Playful and Game-Based Learning. Educational Psychology Review, 36(1). https://doi.org/10.1007/s10648-024-09868-z [Google Scholar] [Crossref]
12. Jose, B., Cherian, J., Jaya, P., Kuriakose, L. M., & Leema, P. W. R. (2024). The ghost effect: How gamification can hinder genuine learning. Frontiers in Education, 9. https://doi.org/10.3389/feduc.2024.1474733 [Google Scholar] [Crossref]
13. Khaldi, A., Bouzidi, R., & Nader, F. (2023). Gamification of e-learning in higher education: A systematic literature review. Smart Learning Environments, 10(1), 10. https://doi.org/10.1186/s40561-023-00227-z [Google Scholar] [Crossref]
14. Klock, A. C. T., Santana, B. S., & Hamari, J. (2023). Ethical challenges in gamified education research and development: An umbrella review and potential directions. In Lecture Notes in Computer Science (pp. 37–48). Springer. https://doi.org/10.1007/978-3-031-31949-5_3 [Google Scholar] [Crossref]
15. Li, L., Hew, K. F., & Du, J. (2024). Gamification enhances student intrinsic motivation, perceptions of autonomy and relatedness, but has minimal impact on competency: A meta-analysis and systematic review. Educational Technology Research and Development, 72(2), 765–796. https://doi.org/10.1007/s11423-023-10337-7 [Google Scholar] [Crossref]
16. 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 [Google Scholar] [Crossref]
17. Murillo-Zamorano, L. R., Sánchez, J. Á. L., Godoy-Caballero, A. L., & Muñoz, C. B. (2021). Gamification and active learning in higher education: Is it possible to match digital society, academia and students’ interests? International Journal of Educational Technology in Higher Education, 18(1). https://doi.org/10.1186/s41239-021-00249-y [Google Scholar] [Crossref]
18. Nugroho, M. A., Salma, A., Pradipa, A. R., & Putra, E. P. (2025). Exploring the negative effects of gamification on students: A PRISMA-based systematic literature review (pp. 1–7). https://doi.org/10.1109/icca66035.2025.11431021 [Google Scholar] [Crossref]
19. Ortíz-Rojas, M., Chiluiza, K., Valcke, M., & Bolaños-Mendoza, C. (2025). How gamification boosts learning in STEM higher education: a mixed methods study. International Journal of STEM Education, 12(1). https://doi.org/10.1186/s40594-024-00521-3 [Google Scholar] [Crossref]
20. Rivera, E., & Garden, C. L. P. (2021). Gamification for student engagement: a framework. Journal of Further and Higher Education, 45(7), 999–1012. https://doi.org/10.1080/0309877x.2021.1875201 [Google Scholar] [Crossref]
21. Sailer, M., & Homner, L. (2019). The gamification of learning: A meta-analysis. Educational Psychology Review, 32(1), 77–112. https://doi.org/10.1007/s10648-019-09498-w [Google Scholar] [Crossref]
22. Saxena, M., & Mishra, D. K. (2021). Gamification and Gen Z in Higher Education. International Journal of Information and Communication Technology Education, 17(4), 1–22. https://doi.org/10.4018/ijicte.20211001.oa10 [Google Scholar] [Crossref]
23. Šević, N. P., & Šević, A. (2025). Perspective Chapter: Transforming Education Through Gamification Supported by Metaintelligence Frameworks. In IntechOpen eBooks. IntechOpen. https://doi.org/10.5772/intechopen.1012608 [Google Scholar] [Crossref]
24. Tan, L. (2018). Meaningful gamification and students’ motivation: A strategy for scaffolding reading material. Online Learning, 22(2). https://doi.org/10.24059/olj.v22i2.1167 [Google Scholar] [Crossref]
25. Tan, M. Y., & Hew, K. F. (2016). Incorporating meaningful gamification in a blended learning research methods class: Examining student learning, engagement, and affective outcomes. Australasian Journal of Educational Technology. https://doi.org/10.14742/ajet.2232 [Google Scholar] [Crossref]
26. Tokzhigitova, A., Yermaganbetova, M., & Tokzhigitova, N. (2023). Determining the Activity of Students Through the Elements of Gamification. International Journal of Engineering Pedagogy (iJEP), 13(7), 65–78. https://doi.org/10.3991/ijep.v13i7.41885 [Google Scholar] [Crossref]
27. Tsay, C. H., Kofinas, A., & Luo, J. (2018). Enhancing student learning experience with technology-mediated gamification: An empirical study. Computers & Education, 121, 1–17. https://doi.org/10.1016/j.compedu.2018.01.009 [Google Scholar] [Crossref]
28. Vadakkayil, S. T., & Mohmad, R. (2025). Leveling up learning: The impact of gamification in teaching and assessment. International Journal of Research Publication and Reviews, 6(12), 5075–5082. https://doi.org/10.55248/gengpi.06.1225.4212 [Google Scholar] [Crossref]
29. Xi, N., Rousi, R., Abrahamsson, P., Vakkuri, V., & Hamari, J. (2026). Editorial: Benefits and detriments with respect to the ethics and sustainability of gamification. Internet Research, 36(2), 465–471. https://doi.org/10.1108/intr-04-2026-027 [Google Scholar] [Crossref]
30. Zhou, G. (2024). Navigating the Future Landscape of Gamified Education. SHS Web of Conferences, 187, 2005. https://doi.org/10.1051/shsconf/202418702005 [Google Scholar] [Crossref]
Metrics
Views & Downloads
Similar Articles
- Assessment of the Role of Artificial Intelligence in Repositioning TVET for Economic Development in Nigeria
- Teachers’ Use of Assure Model Instructional Design on Learners’ Problem Solving Efficacy in Secondary Schools in Bungoma County, Kenya
- “E-Booksan Ang Kaalaman”: Development, Validation, and Utilization of Electronic Book in Academic Performance of Grade 9 Students in Social Studies
- Analyzing EFL University Students’ Academic Speaking Skills Through Self-Recorded Video Presentation
- Major Findings of The Study on Total Quality Management in Teachers’ Education Institutions (TEIs) In Assam – An Evaluative Study