From Engagement to Achievement: How Gamification Impacts Academic Success in Higher Education
Abstract
1. Introduction
2. Theoretical Background
2.1. The Effects of Gamification in HE on Outcome Indicators
2.2. Gamification Design
2.2.1. Game Elements
2.2.2. Discipline
2.2.3. User Type
2.2.4. Duration
2.2.5. Type of Interaction
3. Materials and Methods
3.1. Sample
3.2. Data Collection
- -
- Performance Rate (official university definition). This metric represents the ratio between the total number of credits successfully completed by students in a given academic year (excluding adapted, recognized, or validated credits) and the total number of credits in which they were enrolled. Credits earned through international scholarship programs are not considered. The Performance Rate is calculated for First and Second Cycle studies, as well as for bachelor’s and master’s degrees, using the following formula: (Number of credits passed/Number of credits enrolled) × 100.
- -
- Success Rate (official definition for university studies): The percentage ratio between the total number of credits passed (excluding adapted, recognized, or validated credits) during the academic year under study by students in a study program and the total number of credits
- -
- Success Rate (official university definition). This metric indicates the ratio between the total number of credits passed (excluding adapted, recognized, or validated credits) and the total number of credits attempted within a single academic year. Credits are counted once only, even if a student has taken multiple exams for the same course during that year, and any credits earned under international scholarships are not included. The calculation applies to First and Second Cycle studies, as well as bachelor’s and master’s degrees, according to the following formula: (Number of credits passed/Number of credits attempted) × 100.
3.3. Procedure and Analysis
3.4. Gamification Design: Human Resources Management and Marketing Management
4. Results
5. Discussion
6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
Abbreviations
BA | Business administration |
HE | Higher education |
MDC | Mechanics, dynamics, components |
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GAME ELEMENTS | |
---|---|
1—DYNAMICS | |
Constraints | Limitations or forced trade-offs |
Emotions | Curiosity, competitiveness, frustration, happiness |
Narrative | A consistent, ongoing storyline |
Progression | The player’s growth and development |
Relationships | Social interactions that generate feelings of camaraderie, status and/or altruism |
2—MECHANICS | |
Constraints | Limitations or forced trade-offs |
Challenges | Puzzles or tasks that require a specific effort to solve them |
Chance | Elements of randomness |
Competition | One player or group wins and the other loses |
Cooperation | Players must work together to achieve a shared goal |
Feedback | Information about how the player is doing |
Resource acquisition | Obtaining of useful or collectible elements |
Rewards | Benefits awarded for performing a certain action or a certain achievement (fixed, random, unexpected and/or social) |
Transactions | Trading between players, directly or through intermediaries |
Turns | Sequential participation by alternating players |
Win states | Objectives that make one player or group the winner(s) |
3—COMPONENTS | |
Constraints | Limitations or forced trade-offs |
Achievements | Defined objectives |
Avatars | Visual representations of a player’s character |
Badges or Insignias | Visual representations of achievements |
Boss fights | Especially hard challenges at the culmination of a level |
Collections | Sets of items or badges to accumulate |
Combat | A defined battle, typically short-lived |
Content unlocking | Aspects available only when the players reach certain objectives |
Gifts | Opportunities to share resources with others |
Leaderboards | Visual displays of player progression and achievement |
Levels | Defined steps in player progression |
Points | Numerical representations of game progression (of experience, compensable, skill, social and/or coins) |
Quests | Predefined challenges with objectives and rewards |
Social graphs | Representation of players’ social network within the game |
Teams | Game assets with perceived or real-money value |
Virtual Goods | Group of players working together to compete and attain a common goal |
Group Characteristics | Gamification Elements | Pre Measurement | Experimental Trial | Post Measurement |
---|---|---|---|---|
Study group: Human Resources Management Educational Level: University Semester: 5 Duration Gamification: Semester Learning Environment: Offline | 80% MDC Model Dynamics: 100% Mechanics: 70% Components: 80% | ACADEMIC PERFOMANCE INDICATORS:
| Gamification teaching method | ACADEMIC PERFORMANCE INDICATORS:
|
Study group: Marketing Management Educational Level: University Semester: 4 Duration Gamification: Semester Learning Environment: Offline | 80% MDC Model Dynamics: 100% Mechanics: 90% Components: 66% |
Study Group | Number of Students | |
---|---|---|
Human Resource Management | Before | After |
Classroom 1 | 97 | 87 |
Classroom 2 | 88 | 49 |
Classroom 3 | 56 | 57 |
Classroom 4 | 63 | 59 |
TOTAL | 304 | 252 |
Marketing Management | Before | After |
Classroom 1 | 41 | 43 |
Classroom 2 | 51 | 36 |
Classroom 3 | 52 | 45 |
Classroom 4 | 72 | 49 |
Classroom 5 | 56 | 55 |
TOTAL | 272 | 228 |
HUMAN RESOURCE MANAGEMENT (80% of MDC Elements) | MARKETING MANAGEMENT (80% of MDC Elements) | |
---|---|---|
DYNAMICS (100%) | ||
Constraints | The designed actions are exclusively carried out in the classroom during class hours without prior knowledge. | Timers are used for most practical class activities. Additionally, certain parts of the virtual classroom are only accessible to users who meet specific requirements. |
Emotions | Actions are unveiled in class as surprises (students do not know when they will be presented or the format), which sparks curiosity. Competitiveness is encouraged, generating both frustration and happiness based on achievements. | Curiosity is stimulated through breakout educational activities, competitiveness is fostered with Kahoot! and its leaderboards, and satisfaction is achieved through earning badges. |
Narrative | All activities, details, and language used are consistent with the narrative of working in a Human Resources Consulting company and how individuals develop professionally (professional narrative rather than academic). | All activities align coherently with the Matrix narrative used in the course. |
Progression | From the beginning to the end of the course, participants can visualize their progress within the career plan of the fictitious company. | There are various levels based on the work completed, including in-class seminars, case studies, and other activities in the virtual classroom. These levels unlock certain activities and sections of the virtual campus. |
Relationships | Activities are proposed that involve bonding among peers of the same level or teamwork, fostering intense experiences among classmates. | Activities are designed to require group cooperation in some cases and competition among students in others. |
MECHANICS (70%) | MECHANICS (90%) | |
Challenges | Activities are proposed that demand specific knowledge from each topic and the module covered in the course. | Activities requiring specific knowledge from class are assigned. Puzzles related to marketing concepts are proposed to stimulate critical thinking and creativity. |
Chance | No | In some seminars, the topic for the assignment is chosen using digital roulette, adding an element of chance. Additionally, a deck of cards with various benefits for students has been designed, which they can obtain by participating in activities. |
Competition | Actions have consequences, positioning some participants as winners and others not. | Kahoot! is used in each theoretical class to foster friendly competition, allowing students to win cards and accumulate points. Leaderboards are published by sessions and topics, encouraging continuous effort. |
Cooperation | Some actions require participants to assist each other in achieving objectives. | Several activities, both in class and on the virtual campus, are conducted in groups of three to five people, promoting collaboration and teamwork. |
Feedback | Participants receive the results of their actions within the same week and are informed of their positioning in the fictitious company’s career plan at each change of the thematic block. | Participants receive immediate results from automated competitions and activities in the virtual classroom. For non-automated activities, feedback is provided within the same week. |
Resource acquisition | Winners of the actions gain advantages redeemable in the final evaluation of the course (for example, the opportunity to submit a question for the exam for every group victory, which they can keep secret from their peers). | Winners of competitions receive cards and accumulate points, which can be exchanged for various benefits. Points are also awarded for completing seminars and other proposed activities. |
Rewards | The winners of the actions earn additional final scores for their success. | In addition to badges, rewards are varied and include past exam papers, the ability to draft a final exam question, extra points on the exam, and many more. |
Transactions | No | Accumulated points can be exchanged for various advantages in the “Hacker’s Shop” on the virtual campus. |
Turns | No | No |
Win states | The winner is announced and displayed to the entire group on the classroom screen (with their avatar) and personally. | There are partial goals such as completing an entire topic, all seminars, or all case studies, and final goals like passing the final exam of the course. |
COMPONENTS (80%) | COMPONENTS (66.6%) | |
Achievements | The objectives of each activity and their relative influence on the whole are made known. Clear and concise instructions for actions and available tools are provided for each activity. | Various achievements are awarded for completing common aspects of the subject: topics, cases, seminars, and other activities. |
Avatars | Participants design their avatars during the first week of the course, representing the name of their fictitious consulting company and presenting its logo throughout the course. | No |
Badges or Insignias | Participants achieving success within their group in each activity receive a medal, while those achieving success by combining the results of all groups receive a crown. These emblems are introduced at the beginning of the course. | Students earn badges for completing seminars, cases, and activities. Additionally, students who achieve top grades receive the “Marketing Guru” badge. |
Boss fights | Toward the end of the course, a longer-duration activity is proposed, requiring knowledge of all content and the application of high-level skills. | At the end of the course, there is a comprehensive Kahoot! competition covering all the content, serving as a review session. |
Collections | Winners accumulate the medals and crowns obtained throughout the course. | Winners accumulate badges and cards obtained throughout the course. |
Combat | No | No |
Content unlocking | No | Completing certain activities unlocks sections of the virtual classroom. |
Gifts | No | No |
Leaderboards | In each topic and block activity, students can view their results and those of all classmates in class through graphs. | Each Kahoot! competition records overall and group-specific results. |
Levels | Based on their results, students progress through the career plan of the company outlined in the course’s general narrative, advancing through levels (novice, candidate, associate, junior consultant, and partner). | Various levels exist based on the work performed in different aspects of the course. |
Points | Points are earned in each activity and are cumulative. | Points are accumulated through seminars, activities, and competitions. |
Quests | At the end of each content block, activities requiring coordinated knowledge of the material covered are undertaken. | No |
Social graphs | Activity results, including scores obtained by each avatar and those achieving special distinctions, are displayed. | No |
Teams | Some activities require team formation and resource sharing. | Some seminars and activities require team formation. |
Virtual Goods | Intangible assets can be obtained through achievements (for example: extra points toward the final grade, extended time for the exam, ability to submit exam questions unknown to other students, choosing the day of presentation for an activity instead of being predetermined by the instructor). | Points are converted into virtual currency to purchase rewards in the “Hacker Store.” |
MM (n Enrolled) | MM Before | MM After | Zo (1) | Cohen’s d (Effect Size) |
---|---|---|---|---|
Passes | 23.31% | 13.46% | 2.81 *** | 2.81 |
Failures | 66.92% | 78.85% | −2.97 *** | −3 |
Non-attendance | 9.77% | 7.69% | 0.82 | 0.82 |
First-time passes | 71.13% | 80.25% | −2.35 ** | −2.3 |
Performance rate | 0.67 | 0.79 | −3.03 *** | −3 |
Success rate | 0.74 | 0.85 | −3.35 *** | −3 |
HRM (n enrolled) | HRM Before | HRM After | Zo (1) | |
Passes | 32.61% | 17.78% | 3.90 *** | 4 |
Failures | 62.50% | 77.04% | −4.01 *** | −3.6 |
Non-attendance | 4.89% | 5.19% | −0.15 | −0.16 |
First-time passes | 68.46% | 77.67% | −2.70 *** | −2.3 |
Performance rate | 0.63 | 0.77 | −3.78 *** | −3.5 |
Success rate | 0.66 | 0.81 | −4.23 *** | −3.8 |
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Buenadicha-Mateos, M.; Sánchez-Hernández, M.I.; González-López, O.R.; Tato-Jiménez, J.L. From Engagement to Achievement: How Gamification Impacts Academic Success in Higher Education. Educ. Sci. 2025, 15, 1054. https://doi.org/10.3390/educsci15081054
Buenadicha-Mateos M, Sánchez-Hernández MI, González-López OR, Tato-Jiménez JL. From Engagement to Achievement: How Gamification Impacts Academic Success in Higher Education. Education Sciences. 2025; 15(8):1054. https://doi.org/10.3390/educsci15081054
Chicago/Turabian StyleBuenadicha-Mateos, Maria, Maria Isabel Sánchez-Hernández, Oscar R. González-López, and Juan Luis Tato-Jiménez. 2025. "From Engagement to Achievement: How Gamification Impacts Academic Success in Higher Education" Education Sciences 15, no. 8: 1054. https://doi.org/10.3390/educsci15081054
APA StyleBuenadicha-Mateos, M., Sánchez-Hernández, M. I., González-López, O. R., & Tato-Jiménez, J. L. (2025). From Engagement to Achievement: How Gamification Impacts Academic Success in Higher Education. Education Sciences, 15(8), 1054. https://doi.org/10.3390/educsci15081054