Gamification Strategies in University Students: A Systematic Review
DOI:
https://doi.org/10.5281/zenodo.17504303Keywords:
gamification strategies, university students, academic motivationAbstract
The objective of this study was to determine the impact of gamification strategies on the academic performance of university students compared to traditional teaching methods. A systematic literature review was conducted using a qualitative approach and an observational design, explicitly applying the PRISMA 2020 protocol and the methodological guidelines proposed by Higgins et al. (2019). The search was conducted in the Scopus, ERIC, Google Scholar, and Redalyc databases, covering the period 2019–2025. A total of 837 articles were identified. After removing duplicates and applying inclusion and exclusion criteria—considering thematic relevance, full-text availability, and university population—20 empirical studies were selected. The results showed that gamification strategies significantly improve academic performance, intrinsic motivation, and student participation. It was also observed that their effectiveness depends on pedagogical design and the context of application. In conclusion, gamification is an innovative educational tool that strengthens the cognitive, procedural, and motivational dimensions of learning, contributing to more participatory university environments in line with current digital demands. We recommend developing longitudinal and comparative research to strengthen empirical evidence and guide its sustainable implementation in higher education.
Downloads
References
Abdirahma, A., Hashi, A., Elmi, M., Dahir, U., & Romo, O. (2023). Impact of gamification on self-directed learning in online programming education. International Journal of Engineering Trends and Technology, 71(9), 124–132. https://doi.org/10.14445/22315381/IJETT-V71I9P212
Abu Al-majd, A., & Belton, R. (2024). Which one? Technology or non-technology-assisted vocabulary learning: A probe into the state of academic buoyancy, creativity, and academic achievement. Smart Learning Environments, 11(1), 1–22. https://doi.org/10.1186/s40862-024-00262-4
Álvaro-Tordesillas, A., Alonso-Rodríguez, M., Poza-Casado, I., & Galván-Desvaux, N. (2020). Gamificación en la enseñanza universitaria de geometría descriptiva para arquitectura. Revista de Innovación Educativa Universitaria, 12(2), 45–62. https://www.redalyc.org/journal/706/70663315016/
Cardona-Posada, S., Caro, E., & Jiménez-Builes, J. (2025). Estrategias de aprendizaje activo y colaborativo asistido por computador en grupos masivos de programación. Revista Colombiana de Educación en Ingeniería, 20(1), 45–67. https://doi.org/10.35575/rvucn.n74a2
Delgado, R., Farfán, J., Farfán, D., Soto, I., Santivañez, J., & Fuertes, L. (2025). Gamificación y aprendizaje significativo en estudiantes universitarios. Horizontes. Revista de Investigación en Ciencias de la Educación, 9(36), 306–317. https://doi.org/10.33996/revistahorizontes.v9i36.920
Hamadneh, N., Albashtawi, A., Bataineh, R., & Khlaif, Z. (2025). Exploring university students’ perceptions and engagement in game-based learning. International Journal of Evaluation and Research in Education, 14(1), 35–50. https://doi.org/10.11591/ijere.v14i1.30494
Higgins, J., Thomas, J., Chandler, J., Cumpston, M., Li, T., Page, M. J., & Welch, V. A. (Eds.). (2019). Cochrane Handbook for Systematic Reviews of Interventions (2nd ed.). John Wiley & Sons. https://training.cochrane.org/handbook
Hmoud, A., Al-Fawares, H., & Abu Saleh, M. (2024). The adoption of gamification in higher education and its impact on academic performance: Empirical evidence from Jordan and Palestine. Education and Information Technologies, 29(7), 8451–8470. https://doi.org/10.1007/s10639-023-11745-1
Ionescu-Feleagă, L., Vasile, V., & Stanescu, M. (2025). Business simulation games from the perspective of accounting and management professors: Implications for sustainability education in universities. The International Journal of Management Education, 23(1), 100817. https://doi.org/10.1016/j.ijme.2025.101147
Irunokhai, E. A., Meduna, P. N., Adigun, J. O., Jeje, C. A., & Wealth, S. A. (2024). Gamification as a catalyst for enhanced learning outcomes in Nigerian secondary education. Ilorin Journal of Education, 17(2), 115–130. https://doi.org/10.4314/jasem.v28i11.15
Johansen, M. L., Hegland, P. A., & Olsen, H. S. (2025). Exploring the potential of virtual reality in nursing education: Learner’s insights and future directions. Advances in Simulation, 10(1), 25–38. https://doi.org/10.1186/s41077-025-00337-3
Krishnan, S., Blebil, A. Q., Dujaili, J. A., Chuang, S., & Lim, A. (2023). Virtual escape room gamification to teach pharmacotherapy: Students’ learning outcomes and perceptions. Education and Information Technologies, 28(5), 12345–12361. https://doi.org/10.1007/s10639-023-11745-1
Kumar, M. (2024). Psychological perspectives on motivation through gamification. Magna Scientia Advanced Research and Reviews, 10(1), 93–99. https://doi.org/10.30574/msarr.2024.10.1.0178
Lacruz, A., & Sofiate, F. (2024). Effect of business games on learning perception and satisfaction of students on technical courses in business administration integrated into high school. Journal of Hospitality, Leisure, Sport & Tourism Education, 35, 100521. https://doi.org/10.1016/j.chbr.2024.100515
Lima, M., Solórzano, C., León, V., & Romero, N. (2025). Impacto de la gamificación en el rendimiento académico de estudiantes de educación superior. Revista Social Fronteriza, 5(2), e697. https://doi.org/10.59814/resofro.2025.5(2)697
Mohani, S. (2022). The effect of emotional intelligence and gamification on learning English as a second language in university students of Pakistan. Journal of Language and Linguistic Studies, 18(3), 562–575. https://pjsel.jehanf.com/index.php/journal/article/view/1351
Musyaffi, A. M., Rasyid, A., & Nugroho, D. (2022). Game-based learning sustainability during social distance: The role of gamification quality. European Journal of Educational Research, 11(3), 1289–1303. https://doi.org/10.12973/eu-jer.11.3.1289
Ojeda-Lara, O., & Zaldívar-Acosta, M. del S. (2023). Gamificación como metodología innovadora para estudiantes de educación superior. Revista Docentes 2.0, 16(1), 5–11. https://doi.org/10.37843/rted.v16i1.332
Parra-González, M., Segura-Robles, A., Vázquez-Cano, E., & López-Meneses, E. (2020). Gamification and activation of university students: Impact on motivation and creative thinking. Education and Information Technologies, 25(6), 5771–5787. https://doi.org/10.1007/s10639-020-10284-6
Queiro-Ameijeiras, C., Gómez-Carrasco, J., & Rodríguez-Torres, J. (2025). Determinants of gamification acceptance in higher education: An empirical model. Journal of Learning and Game-Based Education, 15(2), 65–81. https://doi.org/10.5944/ried.28.1.41565
Ruano, J., Angulo, V., Anzules, J., & Maliza, W. (2025). Impacto de la gamificación en el rendimiento académico y la motivación de estudiantes de educación básica superior. Revista Científica de Educación y Tecnología, 12(4), 91–103. https://doi.org/10.33262/cienciadigital.v9i2.3374
Ryan, R. M., & Deci, E. L. (2020). Intrinsic and extrinsic motivation from a self-determination theory perspective: Definitions, theory, practices, and future directions. Contemporary Educational Psychology, 61, 101860. https://doi.org/10.1016/j.cedpsych.2020.101860
Suartama, I., Sudarma, I., Sudatha, I., Sukmana, A., & Susiani, K. (2024). Student engagement and academic achievement: The effect of gamification on case and project-based online learning. Journal of Education and Learning, 18(3), 976–990. https://doi.org/10.11591/edulearn.v18i3.21349
Subhash, S., & Cudney, E. A. (2020). Gamified learning in higher education: A systematic review of the literature. Computers in Human Behavior, 87, 192–206. https://doi.org/10.1016/j.chb.2018.05.028
Temel, T., & Cesur, K. (2024). The effect of gamification with Web 2.0 tools on EFL learners’ motivation and academic achievement in online learning. International Journal of Instructional Technology and Distance Learning, 21(2), 55–72. https://doi.org/10.1177/21582440241247928
Vizcaíno, P., Cedeño, R., & Maldonado, I. (2023). Metodología de la investigación científica: Guía práctica. Ciencia Latina Revista Científica Multidisciplinar, 7(4), 9723–9762. https://doi.org/10.37811/cl_rcm.v7i4.7658
Xu, Y., Zhu, J., Wang, M., Qian, F., Yang, Y., & Zhang, J. (2024). Impact of a gamified AI chatbot on higher-order thinking, motivation and learning outcomes in IT education. Applied Sciences, 14(12), 6418. https://doi.org/10.3390/app14156418
Zeng, J., Sun, D., Looi, C.-K., & Fan, A. C. W. (2024). Exploring the impact of gamification on students’ academic performance: A comprehensive meta-analysis (2008–2023). British Journal of Educational Technology, 55(6), 2478–2502. https://doi.org/10.1111/bjet.13471
Published
Issue
Section
License

This work is licensed under a Creative Commons Attribution 4.0 International License.
The journal is licensed under the Attribution License (CC BY), allowing the possibility of copying, distributing, displaying, and producing derivative works, as long as the author is acknowledged and cited.







