Gamification as a tool for increasing student motivation in a digital educational environment
DOI:
https://doi.org/10.46502/issn.1856-7576/2026.20.02.18Keywords:
digital educational environment, educational technologies, gamification, higher education, student motivationAbstract
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.
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