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  Authors

Dr. Aswini Jagannath Mahamuni,Lovely Kumari

  Keywords

Gamification, Learner-centred gamified techniques, Kahoot, ClassDojo, MinecraftEdu

  Abstract


This study investigates how gamification affects learning results and student motivation in online and hybrid learning settings. The research emphasizes how gamified instructional design--with features like points, badges, leaderboards, and instant feedback--can improve learners' autonomy, competence, and engagement. It does this by drawing on empirical studies and theoretical frameworks, especially Self-Determination Theory (SDT). Two groups were compared using a quasi-experimental methodology: one group received traditional training, while the other group participated in gamified learning activities. Interactive digital learning was facilitated through the use of tools like Kahoot!, Quizlet, and Duolingo. To evaluate how learner performance had changed, pre- and post-tests were administered. The gamified group's motivation, engagement, and conceptual understanding all significantly improved, according to the results.The study highlights the significance of careful and long-term implementation by taking into account the possible negative effects of badly designed gamification, such as elevated pressure and shallow engagement. The results indicate that gamification is a successful pedagogical approach for improving digital learning when game features are purposefully incorporated with curriculum objectives. To guarantee long-term efficacy in a variety of educational contexts, this review ends by promoting more flexible, learner-centered gamified techniques that complement upcoming educational technologies like AI and VR.

  IJCRT's Publication Details

  Unique Identification Number - IJCRT2506326

  Paper ID - 288637

  Author type - Indian Author

  Page Number(s) - c832-c836

  Pubished in - Volume 13 | Issue 6 | June 2025

  DOI (Digital Object Identifier) -   

  No Of Downloads - 84

  Author Country - India, 144022, Jalandhar, Jalandhar, 144022, Others area

  Publisher Name - IJPUBLICATION | www.ijcrt.org | ISSN : 2320-2882

  E-ISSN Number - 2320-2882

  Published Paper PDF : - http://www.ijcrt.org/papers/IJCRT2506326

  Published Paper URL: : - http://ijcrt.org/viewfull.php?&p_id=IJCRT2506326

  Published Paper PDF Downlaod: - download.php?file=IJCRT2506326

  Cite this article

Dr. Aswini Jagannath Mahamuni,Lovely Kumari,   "Gamification in Education: Exploration Through Reviews", International Journal of Creative Research Thoughts (IJCRT), ISSN:2320-2882, Volume.13, Issue 6, pp.c832-c836, June 2025, Available at :http://www.ijcrt.org/papers/IJCRT2506326.pdf

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