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ILEIID 2025 | International Journal of Research and Innovation in Social Science (IJRISS)
ISSN: 2454-6186 | DOI: 10.47772/IJRISS
Special Issue | Volume IX Issue XXV October 2025
A Conceptual Review of Gamification and Game-Based Learning:
Enhancing Student Motivation and Engagement in Online Learning
1
Nik Suriati Nik Hassan,
*2
Hamnah Che Hamzah,
3
Nor Zuriati Amani Ab Rani
1,2,3
Faculty of Business and Management
DOI: https://dx.doi.org/10.47772/IJRISS.2025.925ILEIID000051
Received: 23 September 2025; Accepted: 30 September 2025; Published: 06 November 2025
ABSTRACT
The implementation of gamification and game-based learning (GBL) in online learning has garnered heightened
interest as universities seek innovative methods to enhance student motivation and engagement. By exploring the
use of gamification and game-based learning (GBL) in online learning, this research uses Self-Determination
Theory (SDT) to demonstrate how gamification and Game-Based Learning (GBL) enhance motivation, active
engagement, and improved learning outcomes among university students. Both approaches incorporate gaming
elements such as points, badges, leaderboards, narratives, and challenges to create a more immersive learning
environment. Gamification incorporates game mechanics into non-game settings, while GBL uses games as a
primary mode of instruction. The study uses online snakes and ladders as a tool to examine how these approaches
enhance motivation and engagement by highlighting the psychological requirements for competence, autonomy,
and relatedness. The primary purpose of this conceptual review is to synthesise existing empirical evidence and
propose a conceptual model grounded in SDT that explains the motivational mechanisms linking gamification,
game-based learning, and online learning outcomes. In conclusion, the paper proposes that gamification and
game-based learning (GBL) can improve the overall quality and efficacy of online learning and act as
effectivecatalysts for cultivating engagement.
Keywords: (gamification, game-based learning, student motivation, engagement, online learning)
INTRODUCTION
The rapid expansion of online learning has presented challenges in sustaining student motivation and
engagement within digital environments in higher education. Conventional online courses often rely heavily on
asynchronous lectures, discussion forums, and assessments, which can lead to passive participation and feelings
of disconnection (Luarn et al., 2023). A lack of motivation is a critical factor contributing to poor learning
outcomes and higher dropout rates in online education. Despite the enormous potential of digital technologies,
numerous online learning platforms struggle to sustain student engagement and motivation. The lack of
interactive and engaging strategies for learning leads to diminished persistence and decreased achievement
levels. To address these challenges, Gamification and Game-Based Learning (GBL) have emerged as effective
pedagogical approaches that integrate game elements and interactive experiences into education. Their success,
however, is largely contingent upon the alignment of learners’ psychological needs and the design of the learning
environment.
Gamification involves the integration of game elements, such as points, badges, leaderboards, challenges,
narratives, and levels, into existing educational activities in online courses or classrooms to augment motivation
and engagement. This enhances learning by incorporating incentive elements from gaming (Yan & Zhao, 2023;
Marinensi, Botte & Carbonell, 2022). Gamification is readily applicable to existing educational resources,
enhances both extrinsic and intrinsic motivation, and facilitates ongoing feedback.
Meanwhile, Game-Based Learning (GBL) uses games as a pedagogical tool, wherein the game is structured
around educational goals, allowing learners to gain knowledge or skills through gameplay. The exercise
constitutes a comprehensive game featuring rules, narratives, and challenges that necessitate problem-solving,
decision-making, and the application of knowledge. Learning occurs through the game experience itself, rather
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than solely through supplementary mechanics. GBL is immersive and highly participatory, fostering problem-
solving, critical thinking, and experiential learning.
The incorporation of gamification and game-based learning in online education presents possible solutions for
enduring issues related to student motivation and engagement. Gamification improves learning settings by using
external incentives, like points, badges, and leaderboards, whereas game-based learning engages students in
genuine experiences that promote significant knowledge. Both methodologies correspond closely with Self-
Determination Theory (SDT), which discusses the importance of competence, autonomy, and relatedness in
maintaining learner engagement (Gupta & Goyal, 2022).
Accordingly, the purpose of this conceptual review is to synthesise existing empirical evidence and propose a
conceptual model grounded in SDT that explains how gamification and game-based learning enhance motivation,
engagement, and learning outcomes in online higher education. In this context, the subsequent section analyses
pertinent existing literature to elucidate the impacts of gamification and game-based learning in online education.
LITERATURE REVIEW
Self-Determination Theory (SDT)
Self-Determination Theory (SDT) serves as a foundational framework for explaining how gamification and
game-based learning (GBL) can enhance motivation and engagement in higher education. SDT posits that
fulfilling the needs for autonomy, competence, and relatedness fosters intrinsic motivation, persistence, and
deeper learning. Empirical research demonstrates that gamification elements such as badges, levels, and feedback
strengthen perceptions of competence when tied to explicit goals, while tasks offering meaningful choice support
autonomy, and collaborative features enhance relatedness (Mekler et al., 2017; Seaborn & Fels, 2015).
Conversely, reward-driven or overly competitive designs risk undermining intrinsic motivation by
overemphasizing extrinsic incentives (Hamari et al., 2014).
Systematic reviews consistently highlight that need-supportive gamification strategies those explicitly addressing
autonomy, competence, and relatedness are most effective in sustaining student engagement and motivation in
higher education contexts (Khaldi et al., 2023; Sailer & Homner, 2020).
In addition to gamification, GBL has shown more consistent effects on academic achievement when grounded in
SDT principles. Serious games and simulations promote exploration, mastery-oriented behavior, and knowledge
retention, with perceived competence and autonomy mediating these benefits (Clark et al., 2016; Vlachopoulos
& Makri, 2017). Nevertheless, challenges such as novelty effects and methodological variability complicate
long-term evaluations of these approaches (Subhash & Cudney, 2018). To address these limitations, scholars
advocate for longitudinal designs and mediation analyses to examine whether satisfaction functions as the
mechanism linking gamification and GBL to enhanced motivation and learning outcomes (Deci et al., 2017).
Collectively, the literature underscores the importance of intentional, SDT-aligned design in maximizing the
motivational and educational value of gamified and game-based methods in higher education.
Gamification in Online Learning
Online learning has increasingly embraced gamification, broadly defined as the incorporation of game design
elements such as leaderboards, badges, points, and reward systems into non-game contexts. Its growing adoption
is largely attributed to the need to sustain engagement and reduce attrition in digital environments. Beyond
entertainment, gamification offers instant feedback and reinforcement mechanisms that influence learner
behavior and motivation (Hamari et al., 2014). In educational contexts, it has been shown to enhance both
intrinsic and extrinsic motivation, encourage goal setting, and provide meaningful rewards (Seaborn & Fels,
2015).
Systematic reviews confirm gamification’s ability to improve motivation, engagement, and course completion.
Subhash and Cudney (2021) identified six primary outcomes of gamified interventions, including performance,
engagement, and collaboration. Similarly, Navío-Marco and Solórzano-García (2021) demonstrated that features
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such as karma points” in MOOCs significantly improved course completion rates, underscoring gamification’s
potential to address high dropout levels.
Despite these promising findings, the literature highlights critical limitations. Simsek & Karakus Yilmaz (2025),
which analyzed studies published between 2013 and 2021, found that while gamification increased participation,
its impact on academic performance was inconsistent. further stressed the need for adaptive gamification in
higher education, noting that uniform designs often fail to meet the diverse needs of learners. Additionally,
theoretical foundations remain underdeveloped; as Seaborn and Fels (2015) observed, many implementations
rely heavily on extrinsic motivators while underutilizing established frameworks such as self-determination
theory. Methodological issues, including small sample sizes, short intervention durations, and heterogeneous
designs, also hinder cross-study comparisons.
Overall, the literature suggests that gamification holds considerable promise for enriching online learning by
enhancing engagement and reducing attrition. However, its long-term effects on learning outcomes remain
inconclusive. The effectiveness of gamification appears to depend on design quality, learner characteristics, and
contextual factors, highlighting the need for longitudinal, large-scale, and theory-driven research to generate
more definitive evidence.
Game-Based Learning (GBL) in online learning
1. Enhancing Motivation and Engagement
Game-based learning (GBL) has been widely recognized for its ability to increase student motivation and
engagement. By integrating elements such as challenges, narratives, and rewards, GBL transforms traditional
instruction into an interactive experience that sustains learner interest (Plass et al., 2015). Studies demonstrate
that games stimulate intrinsic motivation by fostering curiosity, autonomy, and a sense of achievement, aligning
with self-determination theory (Deci & Ryan, 2000). As a result, learners show greater persistence and
willingness to invest effort in academic tasks compared to conventional approaches (Huang et. Al.,2019).
2. Supporting Cognitive and Skill Development
Beyond engagement, GBL contributes to meaningful cognitive outcomes. Research shows that serious games
and simulations enhance problem-solving, critical thinking, and conceptual understanding by situating
knowledge in interactive, context-rich environments (Annetta, 2010). For instance, digital science games allow
learners to apply theoretical concepts in virtual experiments, improving transferability of knowledge to real-
world settings (Clark et al., 2016). Furthermore, collaborative game play fosters communication and teamwork
skills, aligning with 21st-century learning objectives (Sung & Hwang, 2018).
3. Challenges and Limitations in Implementation
Despite its benefits, GBL faces limitations that affect its consistent integration into education. A key challenge
lies in balancing entertainment with pedagogical objectives; poorly designed games risk distracting students
rather than supporting learning (Huang et al., 2021; Ishak, Hasran, & Din, 2023). Technical barriers, such as
access to digital infrastructure and teacher preparedness, also restrict scalability (Eseryel et al., 2014). Moreover,
empirical findings on long-term academic achievement remain mixed, as many studies report improved
engagement but inconsistent impacts on performance outcomes (Zainuddin et al., 2020). These gaps highlight the
need for rigorous, longitudinal, and theory-driven research to establish clearer evidence of GBLs effectiveness
across disciplines.
METHODOLOGY
This study employs a conceptual review methodology, integrating theoretical viewpoints and actual evidence
from previous studies. This review systematically analysed studies published between 2017 and 2025 across
major academic databases, including Scopus, Web of Science, and Google Scholar, concentrating on research
regarding gamification, game-based learning, motivation, and engagement in online education. Unlike empirical
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research that involves primary data collection, a conceptual review emphasises the critical evaluation,
integration, and theoretical advancement of previous studies. No main data collectors occurred; rather, the
objective was to illustrate how gamification and Game-Based Learning (GBL) augment motivation, engagement,
and enhanced learning outcomes among university students.
Conceptual Framework
Self-Determination Theory (SDT) by Deci & Ryan (2000), is developed to understand human motivation. It
posits that the quality of motivation is reliant upon the fulfilment of three fundamental psychological needs:
competence, autonomy, and relatedness. SDT offers a robust framework for comprehending the reasons for
gamification and game-based learning to improve online learning. By addressing learners' requirements for
competence, autonomy, and relatedness, both approaches enhance intrinsic motivation and promote more self-
determined varieties of extrinsic motivation. Gamification employs motivating triggers by incorporating game
aspects, whereas Game-Based Learning (GBL) encompasses the entire learning process within a gaming
experience, rendering it intrinsically engaging. Collectively, they provide synergistic opportunities for
augmenting student motivation, engagement, and achievement in online education.
Based on figure 1, game elements such as points, badges, leaderboards, feedback, and challenges are frequently
integrated into learning platforms to enhance the learning experience. These features create a sense of identity
and presence for learners, making the process more interactive and engaging (Deterding et al., 2011). Effective
game design should also satisfy three fundamental psychological needs: competence (the feeling of being
effective), autonomy (the sense of choice and control), and relatedness (the sense of connection with others).
When these needs are unmet, students often experience reduced motivation and engagement (Deci & Ryan,
2000). Although students may initially be driven by extrinsic motivation, such as the pursuit of rewards or
recognition, well-designed game-based learning can gradually foster intrinsic motivation, where students engage
in learning for enjoyment and personal interest. This transition enhances both engagement and learning
outcomes, as motivation influences emotional, behavioral, and cognitive dimensions of student participation
(Ryan & Deci, 2017; Fredricks et al., 2004).
Figure 1: Framework Linking Gamification and Game-Based Learning to Motivation and Engagement
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Greater motivation and engagement significantly improve academic results, particularly in the context of online
learning where disengagement is a persistent challenge. By incorporating well-designed game elements, students
experience increased satisfaction, motivation, and persistence, which not only improves performance but also
supports long-term retention and reduces dropout rates. Consequently, gamification and game-based learning
serve as valuable approaches to promoting meaningful learning experiences, enabling students to achieve
academic success and sustain participation in their studies over time (Subhash & Cudney, 2018).
CONCLUSION
Gamification and game-based learning (GBL) are innovative and exciting digital tactics capable of transforming
online education by enhancing student motivation, engagement, and learning outcomes. This conceptual review
synthesises current evidence from 2017 to 2025 and integrates insights from Self-Determination Theory (SDT) to
illustrate the correlation between game features and the psychological demands that foster intrinsic motivation.
The integration of gamification and game-based learning with competence, autonomy, and relatedness establishes
a robust theoretical foundation for their efficacy. However, their efficacy relies on careful design, ensuring that
gaming elements are meaningful, inclusive, and aligned with educational objectives rather than merely
superficial enhancements. It provides instructors with information on creating engaging digital environments that
foster student engagement, motivation, persistence, and achievement. In conclusion, this conceptual
review offers a theoretically supported model that connects SDT components, educational results, and game
design aspects. In online learning environments, gamification and GBL can create meaningful, long-lasting
engagement and encourage self-determined learners by focusing on the satisfaction of competence, autonomy,
and relatedness.
ACKNOWLEDGEMENTS
We would like to express our sincere appreciation to UiTM Kelantan students for their valuable feedback and
continuous support. Their assistance has been instrumental in our progress and success.
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