Abstract

This study presents a systematic review of empirical intervention research on gamification in higher education published between 2020 and 2025. Following PRISMA 2020 guidelines, 374 records were identified in Scopus and Web of Science, 235 duplicates were removed, and 139 studies were screened. After applying strict eligibility criteria prioritizing experimental, quasi-experimental, and mixed-methods intervention designs with measurable motivation and engagement outcomes, 34 studies were included in the qualitative synthesis. The analysis focused on methodological design, implemented game elements, and reported effects on emotional, cognitive, and behavioral engagement. Most studies employed experimental or quasi-experimental approaches (76%), indicating increasing methodological rigor. The most frequent game elements were structured challenges (61.8%), level progression systems (41.2%), and point-based rewards (35.3%). Across studies, gamification interventions were generally associated with improvements in motivation and engagement, particularly behavioral participation. However, effects were context-dependent, and enhanced engagement did not consistently translate into significant academic performance gains. Methodological limitations remain, including short intervention durations and heterogeneous measurement instruments. Overall, the findings suggest that pedagogically aligned gamification interventions can support student motivation and engagement in higher education, although effectiveness depends on instructional design quality and methodological rigor.

Keywords

Gamification, Higher education, Experimental research, Student motivation, Engagement,

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References

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