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March 30, 20260 citationsOpen Access

Gamification vs. Game-Based Learning: Differential Effects on Student Motivation in STEM Classrooms

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SASayed Mahbub Hasan AmiriPGPRASUN GOSWAMIMIMd. Mainul Islam

Key Points

  • The research aims to differentiate the effects of gamification and game-based learning on student motivation within STEM education.
  • Quasi-experimental design involving six middle school science classes
  • Three classes exposed to gamification, three to game-based learning, and one control group
  • Intrinsic Motivation Inventory administered pre- and post-intervention
  • Qualitative data collected through semi-structured interviews
  • Both interventions expected to improve motivation compared to traditional instruction
  • Game-based learning anticipated to have a greater positive impact on intrinsic motivation and interest
  • Gamification likely to enhance extrinsic motivation and task completion in the short term

Abstract

Thus, student motivation in science, technology, engineering, and mathematics (STEM) is a chronic problem, encouraging educators to include game elements in the allocated instruction. But two separate methodologies, gamification (adding elements from games, like points and badges, to non-game contexts) and game-based learning (employing full-bore games as the primary learning vehicle), are often confused with one another in both practice and research. This study aims to differentiate the effects of these factors on student motivation in secondary STEM classrooms. We will use a quasi-experimental design within six middle school science classes (N = 144). Three classes will receive a gamified adaptation of the standard curriculum, while three other classes will interact with a purpose-built educational game covering the same learning objectives. A control group will be taught traditionally. Intrinsic Motivation Inventory (IMI) will be administered pre- and post-intervention; additional qualitative data will be collected via semi-structured interviews. While both interventions are expected to lead to better motivation than conventional instruction, it is hypothesised that game-based learning will have a greater positive impact on intrinsic motivation and situational interest owing to its immersive narrative and authentic problem-solving contexts. On the other hand, gamification is believed to hold a more prominent role when it comes to extrinsic motivation and achieving task completion in the short run. Results will provide empirical guidance/useful case evidence for educators and instructional designers determining when to implement which game-informed strategies in order to facilitate sustained engagement in STEM.

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Cite This Study

Amiri et al. (2026) studied this question.

synapsesocial.com/papers/69c9c5a4f8fdd13afe0bda14https://doi.org/10.5281/zenodo.19292691
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Also Consider

Synapse has enriched 5 closely related papers on similar clinical questions. Consider them for comparative context:

  1. 1Gamification vs. Game-Based Learning: Differential Effects on Student Motivation in STEM Classrooms2026
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  4. 4The Influence of Gamification Techniques on Students’ Learning Performance and Motivation in Learning: An Experimental Study2024 · 2 citations
  5. 5Gamification and Student Motivation: Evaluating E-Learning Engagement from an Educational Psychology Perspective2025 · 4 citations