Gamification as a tool for increasing student motivation in a digital educational environment

Authors

DOI:

https://doi.org/10.46502/issn.1856-7576/2026.20.02.18

Keywords:

digital educational environment, educational technologies, gamification, higher education, student motivation

Abstract

The purpose of the study was to determine the effectiveness of gamification to increase student motivation. The relevance of the study was due to the need to increase student engagement and learning activity in the context of the digitalization of education. The study was implemented in a quasi-experimental format using a pre-test/post-test design with non-equivalent groups (124 participants). In the experimental group, training took place for 8 weeks using gamification elements in a digital environment.  Statistical analysis consisted of t-tests, correlation analysis, and ANCOVA, which was used to control for baseline differences between the experimental and control groups and to provide a more accurate estimate of the intervention effect. The results of the study demonstrated a statistically significant increase in the level of motivation in the experimental group (p < 0.001) with a large effect size. A positive relationship was also established between the intensity of gamification use and the level of motivation (r = 0.64, p < 0.001). The conclusions emphasize that the effectiveness of gamification as a tool for increasing student motivation has generally been confirmed.

Author Biographies

Halyna Kozub, Luhansk Taras Shevchenko National University, Lubny, Ukraine. 

Candidate of Engineering Sciences, Associate Professor, Department of Information technology and systems, Luhansk Taras Shevchenko National University, Lubny, Ukraine. 

Nataliia Stepanova, Bohdan Khmelnytskyi Cherkasy National University, Cherkasy, Ukraine.

Candidate of Philosophical Sciences, Associate Professor, Department of Preschool and Special Education, Educational and Scientific Institute of Pedagogical Education, Social Work and Art, Bohdan Khmelnytskyi Cherkasy National University, Cherkasy, Ukraine.

 

Ihor Zelenyi, Odesa military academy, Odesa, Ukraine. 

PhD, Deputy Director for Academic and Research Affairs, Odesa military academy, Odesa, Ukraine. 

Igor Shumkov, Odesa military academy, Odesa, Ukraine.

PhD, Head of the Educational and Scientific Institute of Military Intelligence and Special Operations, Odesa military academy, Odesa, Ukraine.

 

Vitalii Rudynskyi, Odesa military academy, Odesa, Ukraine.

PhD, Head of Department of Management of Military Intelligence Units  and Special Operations Forces, Odesa military academy, Odesa, Ukraine.

 

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Published

2026-06-30

How to Cite

Kozub, H., Stepanova, N., Zelenyi, I., Shumkov, I., & Rudynskyi, V. (2026). Gamification as a tool for increasing student motivation in a digital educational environment. Eduweb, 20(2), 308–321. https://doi.org/10.46502/issn.1856-7576/2026.20.02.18

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