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Abstract
This study examines the impact of gamification on education using a novel gamified digital learning platform and a randomized controlled trial (RCT) protocol. Following established research guidelines (CONSORT, Cochrane Collaboration, EVAT©), we assessed the individual and combined effects of points, badges, and challenges against a control group without gamification. The RCT evaluated participant characteristics (sociodemographics, game habits, player traits) and outcomes in cognition (learning, engagement, webcam-based eye-tracking for visual attention, cognitive load), emotions (affective states, webcam-based facial emotion recognition), and motivation (intrinsic motivation). Results showed significantly higher learning for participants using all game elements versus the control group, while badges alone increased cognitive load compared to the other gamification groups. These findings suggest that gamification is more effective when thoughtfully integrating game elements rather than applying elements in isolation, aligning goal-setting with feedback, and combining intrinsic and extrinsic motivational cues. The absence of significant results in other variables may reflect the novelty effect, emphasizing the importance of aligning gamification with pedagogical goals, considering individual and contextual factors, and designing systems that address usability and long-term impact. Educational implications and design recommendations are provided.
| Original language | English |
|---|---|
| Pages (from-to) | 537-584 |
| Number of pages | 48 |
| Journal | Journal of Computers in Education |
| Volume | 13 |
| Issue number | 2 |
| DOIs | |
| Publication status | Published - 1 Jun 2026 |
Keywords
- Gamifcation
- Interdisciplinary projects
- Media in education
- Digital learning
- Human-computer interaction
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Dive into the research topics of 'The impact of educational gamification on cognition, emotions, and motivation: a randomized controlled trial'. Together they form a unique fingerprint.Projects
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CIIS - Center for Interdisciplinary Research in Health: UID/04279/2025. Pluriannual 2025-2029
Rosa, N. (PI) & Soares, E. (Project Manager)
1/01/25 → 31/12/29
Project: Research
Datasets
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The impact of educational gamification on cognition, emotions, and motivation: a randomized controlled trial
Coelho, F. (Creator), Rando, B. (Contributor), Aparício, D. J. S. (Contributor), Pontífice-Sousa, P. (Contributor), Gonçalves, D. (Contributor) & Abreu, A. M. (Contributor), Open Science Framework, 24 Apr 2025
Research data
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