The Impact of Gamified Classroom in Higher Education
Authors
Department of Accounting and Finance, UNITEN Business School, Universiti Tenaga Nasional (Malaysia)
Article Information
DOI: 10.47772/IJRISS.2026.10100024
Subject Category: Education
Volume/Issue: 10/1 | Page No: 263-279
Publication Timeline
Submitted: 2025-12-29
Accepted: 2026-01-03
Published: 2026-01-19
Abstract
This study examined the impact of a gamified classroom in higher education using a phase-based evaluation across pre implementation, during implementation, and post implementation. The research employed a classroom intervention design with repeated measures and an embedded process evaluation to capture both outcomes and implementation experiences. To demonstrate a complete research article reporting workflow for a pilot cohort of 30 students, an illustrative synthetic dataset was generated and analysed using repeated measures analysis of variance, paired comparisons, and effect size estimation. Outcomes included course engagement, autonomy, competence, relatedness, intrinsic motivation, and a course aligned knowledge quiz. The findings indicated statistically significant time effects across all outcomes, with the largest improvements observed for the learning performance proxy and meaningful gains in engagement, intrinsic motivation, and relatedness. Descriptive trends suggested that motivational and engagement gains were strongest from pre implementation to mid implementation and then stabilised, while knowledge quiz performance continued to improve into post implementation. Process indicators reflected high acceptability and feasibility, with qualitative reflections suggesting that progress visibility, immediate feedback, and collaborative tasks supported sustained participation, whereas competitive features required careful calibration to avoid stress for some learners. Overall, the study concludes that gamified classrooms can support learning and motivational outcomes when implemented with attention to learner readiness, autonomy supportive practices, and ongoing monitoring during implementation. These results provide a defensible pilot oriented basis for future confirmatory studies using comparison groups and larger samples.
Keywords
gamification, higher education, student engagement, intrinsic motivation
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References
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