ILEIID 2025 | International Journal of Research and Innovation in Social Science (IJRISS)
ISSN: 2454-6186 | DOI: 10.47772/IJRISS
Special Issue | Volume IX Issue XXIV October 2025
Page 660
www.rsisinternational.org
Gamifying Motivation Theories: Developing a Crossword Puzzle for
Management Education
Nurul Lizzan Kamarudin
Faculty of Business and Management, Universiti Teknologi MARA, Sarawak, Malaysia
DOI: https://dx.doi.org/10.47772/IJRISS.2025.924ILEIID0069
Received: 23 September 2025; Accepted: 30 September 2025; Published: 31 October 2025
ABSTRACT
Motivation theories are an important part of management and human resource education, but many students
find them difficult to understand and remember when taught through traditional methods. This concept paper
introduces the Motivation Theories Crossword Puzzle as a creative gamified learning tool to make these
abstract ideas more engaging and easier to learn. The crossword includes key concepts from Maslow’s
Hierarchy of Needs, Herzberg’s Two-Factor Theory, McClelland’s Theory of Needs, and Vroom’s Expectancy
Theory. Built on the principles of active learning and gamification, the puzzle encourages student participation,
problem-solving, and teamwork. This paper explains the design, educational purpose, and possible classroom
applications of the tool. It shows how gamified activities like crosswords can help connect theory with practice,
while also improving comprehension and retention. The proposed approach offers educators a practical
strategy to make learning motivation theories more interactive and effective.
Keywords: gamification, motivation theories, crossword puzzle, active learning, management education
INTRODUCTION
Motivation theories are foundational in management and human resource education. Key frameworks include
Maslow’s Hierarchy of Needs (Maslow, 1943), Herzberg’s Two-Factor Theory (Herzberg, Mausner, &
Snyderman, 1959), McClelland’s Theory of Needs (McClelland, 1961), and Vroom’s Expectancy Theory
(Vroom, 1964). Students often struggle to grasp these theories through traditional lecture-based methods
(Armstrong & Taylor, 2020).
Active learning strategies, particularly gamification, enhance engagement, retention, and practical application
of abstract concepts (Bicen & Kocakoyun, 2018; Dichev & Dicheva, 2017). Gamification uses game elements
in non-game contexts to create interactive and participatory learning experiences (Hamari, Koivisto, & Sarsa,
2014). This paper introduces the Motivation Theories Crossword Puzzle, a gamified tool to improve
comprehension and application of motivation theories in management education.
LITERATURE REVIEW
Challenges in Teaching Motivation Theories
Traditional lecture-based approaches often fail to engage students or support deep understanding (Biggs &
Tang, 2011). Learners benefit from active, collaborative strategies that make theoretical content relatable and
memorable (Deterding, Dixon, Khaled, & Nacke, 2011; Gee, 2012). Abstract frameworks such as Maslow,
Herzberg, McClelland, and Vroom remain difficult to recall without active reinforcement.
Gamification and Active Learning
Gamification introduces elements like challenges, points, rewards, and collaboration to promote motivation,
ILEIID 2025 | International Journal of Research and Innovation in Social Science (IJRISS)
ISSN: 2454-6186 | DOI: 10.47772/IJRISS
Special Issue | Volume IX Issue XXIV October 2025
Page 661
www.rsisinternational.org
engagement, and retention (Hamari, Koivisto, & Sarsa, 2014; Subhash & Cudney, 2018). It encourages
students to construct knowledge through problem-solving, discussion, and application.
Gamified Learning Tools: The Motivation Theories Crossword Puzzle
The Motivation Theories Crossword Puzzle converts abstract theories into an interactive activity. The core
theories covered include Maslow, Herzberg, McClelland, and Vroom, which are central to understanding
workplace motivation (Maslow, 1943; Herzberg et al., 1959; McClelland, 1961; Vroom, 1964). Key
terminology is reinforced through clues that enhance recall and understanding, supporting students’ active
engagement with content (Biggs & Tang, 2011). Gamified elements such as points, timed challenges, and
collaborative solving are integrated to make learning more engaging, consistent with findings that gamification
improves learner motivation and participation (Bicen & Kocakoyun, 2018; Hamari et al., 2014). Active
learning is further promoted as the activity can be solved individually or in teams, allowing learners to link
theory to practical scenarios (Subhash & Cudney, 2018). The delivery is also flexible, as the tool can be
provided in printable, digital, or interactive online formats, making it adaptable across different teaching and
training environments (Dichev & Dicheva, 2017).
DISCUSSION
The crossword puzzle addresses teaching challenges by engaging students actively. Gamified problem-solving
encourages intrinsic motivation, promotes collaborative learning, and reinforces long-term memory.
The potential applications of this tool are diverse. It can be used in courses such as organizational behavior,
human resource management, and leadership. In corporate training, it serves as a practical approach to
teaching employee motivation principles. Additionally, it is adaptable to remote platforms, making it suitable
for online or blended learning environments.
Gamified tools like this puzzle demonstrate the feasibility of integrating low-cost, interactive methods into
existing curricula, bridging the gap between theory and practice.
To reinforce understanding of key concepts, a crossword puzzle was designed based on four major motivation
theories: Maslows hierarchy of needs, Herzberg’s two-factor theory, McClelland’s acquired needs theory, and
Vroom’s expectancy theory. This activity encourages learners to recall important terminology and apply
theoretical knowledge in an engaging way. By solving the puzzle individually or in groups, students actively
connect abstract concepts with practical learning outcomes.
To guide learners in completing the crossword activity, the corresponding clues are presented in Table 1, while
the puzzle layout is illustrated in Figure 1.
Table 1 Clues for Motivation Theories Crossword Puzzle
Direction
No.
Clue
Across
2
Herzberg factor preventing dissatisfaction
Across
4
Herzberg’s theory distinguishes hygiene and ______ factors
Across
5
Vroom’s theory is also called
Across
7
Lowest level in Maslow’s hierarchy
Down
1
Victor Vroom developed this theory linking effort, performance, and reward
ILEIID 2025 | International Journal of Research and Innovation in Social Science (IJRISS)
ISSN: 2454-6186 | DOI: 10.47772/IJRISS
Special Issue | Volume IX Issue XXIV October 2025
Page 662
www.rsisinternational.org
Direction
No.
Clue
Down
3
McClelland emphasizes Achievement, Affiliation, and ______
Down
6
McClelland need associated with relationships
Down
8
___ of Needs Abraham Maslow proposed this framework to explain human
needs
Figure 1: Motivation Theories Crossword Puzzle. This crossword puzzle is designed to reinforce key
concepts from Maslow, Herzberg, McClelland, and Vroom’s motivation theories.
(Note. The completed version of the crossword puzzle is available upon request for instructional use.)
Crossword puzzles offer an engaging way to reinforce theoretical concepts through active recall and problem-
solving. By integrating gamification into learning, students are encouraged to interact with material in a more
meaningful and memorable way (Dichev & Dicheva, 2017). Such activities not only enhance motivation but
also support deeper understanding by linking abstract theories to practical application (Subhash & Cudney,
2018). In the context of motivation theories, the crossword puzzle promotes learner participation, collaboration,
and critical thinking, making it an effective tool for both classroom and corporate training environments.
ILEIID 2025 | International Journal of Research and Innovation in Social Science (IJRISS)
ISSN: 2454-6186 | DOI: 10.47772/IJRISS
Special Issue | Volume IX Issue XXIV October 2025
Page 663
www.rsisinternational.org
Future research can empirically assess the effectiveness of the puzzle through pre- and post-tests to measure
comprehension, retention, and application of motivation theories. Student feedback surveys, focus groups, and
observation during classroom implementation can provide qualitative insights on engagement, collaboration,
and learning experience. Comparative studies between traditional teaching methods and gamified approaches
may also highlight the added value of interactive learning tools in management education.
CONCLUSION
The Motivation Theories Crossword Puzzle is a gamified, active learning strategy that transforms abstract
management concepts into a memorable and interactive experience. It improves engagement, comprehension,
retention, and application of motivation theories while offering educators an innovative pedagogical tool.
Future research can empirically test its effectiveness and explore expansion to other management topics or
digital platforms.
ACKNOWLEDGEMENTS
The author gratefully acknowledges Universiti Teknologi MARA (UiTM) for its support, and extends heartfelt
thanks to colleagues and family for their encouragement and inspiration.
REFERENCES
1. Armstrong, M., & Taylor, S. (2020). Armstrong’s handbook of human resource management practice (15th
ed.). Kogan Page.
2. Bicen, H., & Kocakoyun, S. (2018). Perceptions of students for gamification approach: Motivation and
engagement in education. International Journal of Emerging Technologies in Learning (iJET), 13(2), 7293.
https://doi.org/10.3991/ijet.v13i02.7467
3. Biggs, J., & Tang, C. (2011). Teaching for quality learning at university (4th ed.). McGraw-Hill.
4. Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness. In
Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media
Environments (pp. 915). ACM. https://doi.org/10.1145/2181037.2181040
5. 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(1), 9.
https://doi.org/10.1186/s41239-017-0042-5
6. Gee, J. P. (2012). What video games have to teach us about learning and literacy. Palgrave Macmillan.
7. Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? A literature review of empirical
studies on gamification. In Proceedings of the 47th Hawaii International Conference on System Sciences
(HICSS) (pp. 30253034). IEEE. https://doi.org/10.1109/HICSS.2014.377
8. Herzberg, F., Mausner, B., & Snyderman, B. (1959). The motivation to work (2nd ed.). Wiley.
9. Maslow, A. H. (1943). A theory of human motivation. Psychological Review, 50(4), 370396.
https://doi.org/10.1037/h0054346
10. McClelland, D. C. (1961). The achieving society. Van Nostrand.
11. Subhash, S., & Cudney, E. A. (2018). Gamified learning in higher education: A systematic review of the
literature. Computers in Human Behavior, 87, 192206. https://doi.org/10.1016/j.chb.2018.05.028
12. Vroom, V. H. (1964). Work and motivation. Wiley.