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Stream/Area:
-
Subject:
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Paper ID:
IJSREM66876
Volume:
10 |
8 |
Aug 2026
Pages:
1-8
Publication Frequency:
Monthly (12 issues per year)
License:International Journal of Scientific Research in Engineering and Management follows the Creative Commons Attribution 4.0 (CC BY 4.0) License, allowing free use and distribution with proper attribution.
department of humanities and culture
VIKRANT UNIVERSITY, GWALIOR
department of humanities and culture
VIKRANT UNIVERSITY, GWALIOR
Contemporary secondary education increasingly needs teaching methods that go beyond simply giving information to students and provide opportunities for participation, feedback, teamwork and meaningful learning. Gamification—the planned use of selected game features in non-game educational setting has emerged as a promising learner-centred teaching strategy. This paper explores the educational potential of gamification in secondary Science education, with special focus on student engagement, motivation and academic learning. The paper is conceptually developed around the main themes and ideas presented in a research framework on gamification in secondary education, while intentionally not repeating or depending on its specific sample or statistical findings. Recent systematic reviews generally show positive relationships between gamification and students’ motivation, engagement and learning outcomes, although its effects may differ depending on the design, classroom context, learner characteristics and quality of implementation. The paper suggests that gamification becomes most useful when game elements are clearly connected with curriculum objectives, when feedback helps students improve their learning rather than only encouraging competition, and when activities support independence, confidence, cooperation and reflection. A framework is presented connecting game elements with psychological processes and educational outcomes. The paper also highlights challenges such as excessive competition, overdependence on external rewards, unequal access to digital resources, teacher preparedness, alignment with assessment and long-term sustainability. It concludes that gamification should not be seen simply as adding rewards to regular teaching, but as a planned teaching approach that can strengthen student participation and meaningful Science learning when used thoughtfully.
KEYWORDS
Gamification is a promising approach for making secondary Science learning more focused on student participation, feedback, challenges, teamwork and learner independence. The research discussed in this paper generally shows a positive connection between gamification, student motivation, engagement and academic learning. However, these positive results do not happen automatically and may not be the same for every student or classroom. The effectiveness of gamification depends on the quality of the teaching design, the game elements selected, the needs and characteristics of students and the way gamification is implemented in the classroom. In secondary Science education, gamification is likely to be most effective when it focuses on learning and mastery rather than rewards. Students should make progress because they are solving meaningful scientific problems, interpreting evidence, explaining scientific phenomena and developing a deeper understanding of concepts, rather than simply collecting points or badges. When gamification is combined with inquiry-based learning, formative assessment, teamwork and reflection, it can become a useful teaching approach for making Science education more learner-centred, meaningful and engaging.
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Publication Date
8/21/2026
Peer Review Type
Double-Blind Peer Review
Review Rounds: 2
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