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Paper ID:IJSREM66876

GAMIFICATION AS A LEARNER-CENTRED PEDAGOGY IN SECONDARY SCIENCE EDUCATION: ENHANCING ENGAGEMENT, MOTIVATION AND ACADEMIC LEARNING

Stream/Area:

-

Subject:

-

Paper ID:

IJSREM66876

Volume:

10 |

8 |

Aug 2026

Pages:

1-8

Publication Frequency:

Monthly (12 issues per year)

DOI
Digital Object Identifier
10.55041/IJSREM66876

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.

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Authors

SS

Swarnima Sengar

department of humanities and culture

VIKRANT UNIVERSITY, GWALIOR

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DM

Dr. Mamta

department of humanities and culture

VIKRANT UNIVERSITY, GWALIOR

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Abstract

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 secondary education Science education student engagement motivation academic learning learner-centred pedagogy educational technology

Cite This Article

Swarnima Sengar, Dr. Mamta, "GAMIFICATION AS A LEARNER-CENTRED PEDAGOGY IN SECONDARY SCIENCE EDUCATION: ENHANCING ENGAGEMENT, MOTIVATION AND ACADEMIC LEARNING," International Journal of Scientific Research in Engineering and Management, vol. 10, no. 8, pp. 1-8, Aug 2026. https://doi.org/10.55041/IJSREM66876

Full Article/Conclusion

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.

References

Bai, S., Hew, K. F., & Huang, B. (2020). Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts. Educational Research Review, 30, 100322. https://doi.org/10.1016/j.edurev.2020.100322 Dichev, C., & Dicheva, D. (2017). Gamifying education: What is known, what is believed and what remains uncertain: A critical review. International Journal of Educational Technology in Higher Education, 14, 9. https://doi.org/10.1186/s41239-017-0042-5 Domínguez, A., Saenz-de-Navarrete, J., de-Marcos, L., Fernández-Sanz, L., Pagés, C., & Martínez-Herráiz, J.-J. (2013). Gamifying learning experiences: Practical implications and outcomes. Computers & Education, 63, 380–392. https://doi.org/10.1016/j.compedu.2012.12.020 Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? A literature review of empirical studies on gamification. In Proceedings of the 47th Hawaii International Conference on System Sciences (pp. 3025–3034). IEEE. https://doi.org/10.1109/HICSS.2014.377 Kapp, K. M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. Pfeiffer. Ratinho, E., & Martins, C. (2023). The role of gamified learning strategies in student's motivation in high school and higher education: A systematic review. Heliyon, 9(8), e19033. https://doi.org/10.1016/j.heliyon.2023.e19033 Ratinho, E., Figueiredo, M., Estêvão, D., Faísca, L., & Martins, C. (2026). Gamification on mathematics engagement and motivation in secondary school and higher education: A systematic review and meta-analysis. Educational Psychology Review, 38, 16. https://doi.org/10.1007/s10648-025-10108-1 Ramírez Ruiz, J. J., Vargas Sanchez, A. D., & Boude Figueredo, O. R. (2024). Impact of gamification on school engagement: A systematic review. Frontiers in Education, 9. https://doi.org/10.3389/feduc.2024.1466926 Sailer, M., & Homner, L. (2020). The gamification of learning: A meta-analysis. Educational Psychology Review, 32, 77–112. https://doi.org/10.1007/s10648-019-09498-w Zainuddin, Z., Chu, S. K. W., Shujahat, M., & Perera, C. J. (2020). The impact of gamification on learning and instruction: A systematic review of empirical evidence. Educational Research Review, 30, 100326. https://doi.org/10.1016/j.edurev.2020.100326

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Publication Date

8/21/2026

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