Investigating the Effectiveness of Gamification for Enhancing the Engagement of Secondary School Students in Learning Science

Authors

Julhasri Norsalim

Faculty of Education, Universiti Teknologi MARA, UiTM Puncak Alam Campus, 42300 Puncak Alam, Selangor (Malaysia)

Nur Jannah Azman

Faculty of Applied Sciences, Universiti Teknologi MARA, Cawangan Negeri Sembilan, Kampus Kuala Pilah, 72000, Kuala Pilah, Negeri Sembilan (Malaysia)

Article Information

DOI: 10.47772/IJRISS.2026.10200031

Subject Category: Education

Volume/Issue: 10/2 | Page No: 324-337

Publication Timeline

Submitted: 2026-02-09

Accepted: 2026-02-14

Published: 2026-02-22

Abstract

This study investigates the effectiveness of gamification in enhancing secondary school students’ interest and engagement in science learning. Gamification refers to an instructional approach that incorporates game elements, such as points, badges, and leaderboards, to enhance learners’ motivation and promote active participation. This study addresses the common issue of student disengagement in science education by examining how gamified learning strategies influence students’ involvement in the classroom. The primary objectives of the study are to examine students’ perceptions of gamification, compare engagement levels between male and female students, and analyze the relationship between the level of gamification and student engagement. A quantitative research design was employed, and data were collected through surveys administered to Form 4 science stream students at SMK Shah Alam. Descriptive and inferential statistical analyses were used to interpret the data and identify significant patterns and relationships. Preliminary findings indicate that students generally have positive perceptions of gamification, suggesting that it is a well-accepted instructional approach. The results also reveal a positive correlation between the use of gamification and student engagement, indicating that higher levels of gamified elements are associated with increased student involvement in learning activities. In addition, the findings suggest no significant differences in engagement levels between male and female students. This study has important implications for educational practices and policy development, highlighting the potential of gamification to create more interactive and engaging science learning environments. To better understand the long-term effects of gamification on student engagement and academic achievement, future studies should adopt mixed-method approaches, employ longitudinal research designs, and examine its implementation across diverse educational contexts

Keywords

gamification, interactive, student engagement

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