student involvement, fostering interactive learning, and encouraging students to showcase
and expand their knowledge (Göksün & Gürsoy, 2019; Hamari et al., 2016; Lopez &
Tucker, 2019). Moreover, gamification injects an enjoyable element through collaborative
efforts, motivating students to accumulate points, advance on leaderboards, and earn
rewards while simultaneously allowing teachers to monitor, evaluate, and promptly
provide feedback on student performance and accomplishments (Zainuddin, 2019).
Christians (2018) define gamification as the process of incorporating elements of games
into tasks or activities to increase motivation and participation. Whether applied in
educational settings or business scenarios, gamification is a strategy to prompt desired
behaviours. By tapping into our competitive nature and the drive for success, gamification
introduces elements of competition and achievable milestones. The literature mentions
various design elements from games that can be incorporated into educational settings.
Traditional and video games typically exhibit specific rules and objectives (Smith-Robbins,
2011). In gamified learning interventions, these rules structure the learning activities,
establishing clear boundaries on learners’ actions and distinguishing them from free-form
learning activities like essays or presentations. Games introduce reward systems where
individuals receive recognition, such as badges or prizes, for achieving goals or
overcoming obstacles (Glover, 2013). Though not directly linked to the goal, these rewards
signal competence attained and guide progress tracking, outlining advancement through a
series of intermediate goals.
Gamification is often appealing to learners because it enhances the engagement of the
learning process. However, individual attitudes towards gamified elements can differ based
on personal experiences and educational objectives. Some individuals may find these
elements motivating, while others perceive them as distractions. The educators’ decision
to integrate gamification is influenced by perceptions of its effectiveness, ease of use, and
the resources needed for implementation. While some educators see gamification as a
powerful tool for improving student engagement, others may be hesitant due to concerns
about resource allocation and its overall effectiveness (Christopoulos & Mystakidis, 2023).
A widely employed method to transform content review into a game involves utilizing
immediate response quizzes, a strategy known to boost student participation and classroom
engagement. Technology integration has streamlined the utilization of quizzes in the
classroom, mainly through student-response systems, facilitating the seamless and rapid
implementation of instant polling (Grinias, 2017). In educational games, quizzes are
commonly incorporated, allowing students to test their knowledge on specific subjects.
When designed to present correct answers after responses, these quizzes can effectively
teach new factual and conceptual knowledge without additional learning materials. In the
context of games, these quizzes may not directly relate to gameplay but serve as a
rewarding mechanism for answering questions (Jičínská et al., 2021).