The impact of educational gamification on cognition, emotions, and motivation: a randomized controlled trial

Franz Coelho*, Belén Rando, David Aparício, Patrícia Pontífice-Sousa, Daniel Gonçalves, Ana Maria Abreu

*Corresponding author for this work

Research output: Contribution to journalArticlepeer-review

4 Citations (Scopus)
84 Downloads

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 languageEnglish
Number of pages48
JournalJournal of Computers in Education
DOIs
Publication statusAccepted/In press - 15 Jul 2025

Keywords

  • Gamifcation
  • Interdisciplinary projects
  • Media in education
  • Digital learning
  • Human-computer interaction

Fingerprint

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.

Cite this