Cognitive, Affective, and Motivational Effects of Gamified Learning in a Research-Guided Teaching Context

  • Stefan E. Huber*
  • , Hanna Rajh-Weber
  • , Elizabeth B. Cloude
  • , Eva Boehlke
  • , Moritz Edlinger
  • , Kristian Kiili
  • , Manuel Ninaus
  • *Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Abstract

While evidence accumulates that gamified learning has small to moderate positive overall effects on learning outcomes, these effects may considerably depend on the exact conditions in which learning occurs. This study investigated the effect of embedding a gamified learning task within a homework assignment in a university course on cognitive, motivational, and affective outcomes (in contrast to online and laboratory settings unrelated to specific educational contexts investigated in earlier studies). Fifty students, enrolled in a basic statistics course, completed either a gamified or an equivalent, non-gamified memory task as a homework assignment. Their outcomes were compared with 97 participants not enrolled in the course (overall: n = 147). We found that gamified learning had small to medium significant effects on motivation (d ~ 0.4–0.6), regardless of enrollment in the course. Effects on affective and cognitive learning outcomes were not significant, ranging from negligible to small effect sizes (d ≤ 0.25). Juxtaposing our present results with earlier results suggests that, beyond the setting itself, additional contextual features may change the motivational effectiveness of gamified learning in the present, homework assignment setting compared to earlier extra-curricular (online and laboratory) settings. Further research on potential boundary conditions is required.

Original languageEnglish
Title of host publicationGames and Learning Alliance - 14th International Conference, GALA 2025, Proceedings
EditorsSander Bakkes, Francesco Bellotti, Pierpaolo Dondio, Manuel Ninaus, Vanissa Wannick, Antonio Bucchiarone
PublisherSpringer
Pages24-33
Number of pages10
ISBN (Print)9783032110428
DOIs
Publication statusPublished - 2026
Publication typeA4 Article in conference proceedings
EventInternational Conference on Games and Learning Alliance - Utrecht, Netherlands
Duration: 19 Nov 202521 Nov 2025

Publication series

NameLecture Notes in Computer Science
Volume16307 LNCS
ISSN (Print)0302-9743
ISSN (Electronic)1611-3349

Conference

ConferenceInternational Conference on Games and Learning Alliance
Country/TerritoryNetherlands
CityUtrecht
Period19/11/2521/11/25

Keywords

  • affect
  • cognition
  • context effects
  • gamified learning
  • motivation

ASJC Scopus subject areas

  • Theoretical Computer Science
  • General Computer Science

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