Monday, December 08, 2025 | Jumada al-akhirah 16, 1447 H
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EDITOR IN CHIEF- ABDULLAH BIN SALIM AL SHUEILI

Gamification and Learning Environments

A LOOK AT THE ACADEME
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Gamification, defined as "the use of game design elements in non-game contexts," has emerged as a significant area of interest since 2010.


This approach transforms tasks into game-like activities to enhance intrinsic motivation, attract greater participation, and increase engagement levels. Over the years, gamification has been extensively applied across various domains, including business operations, marketing, and education.


In particular, the fields of education and training have shown substantial interest in gamification (Wang A, Hsu B &Fang A, 2022). According to Muangsrinoon and Boonbrahm (2019), gamification serves as a conceptual framework that applies game elements and techniques to enhance engagement and interest in non-game contexts.


Gamification can be implemented across various fields of knowledge, with the most common applications identified in the education area, where gamification is not limited to applications or serious games but extends to the gamification of teaching practices to enhance academic performance.


On the other hand, it can be stated that the current generation of children, often referred to as the "millennial" generation, has grown up immersed in video games and spends a significant portion of their time engaging with them. These individuals have been surrounded by rapid advancements in information and communication technologies, which have become central to how they interact with one another and their environment. In light of this, there is a pressing need to modernize and adapt educational curricula to align with the realities of children, students, and youth, whose natural environment revolves around the use of such technologies.


Whether acknowledged or not, information and communication technologies have become an integral part of their lives. From this perspective, gamification offers a valuable opportunity to enhance engagement, motivation, and communication among children, students, and youth. By incorporating gamification into educational practices, it is possible to leverage thoughtfully designed mechanisms, such as earning badges, collecting points, progressing to new levels, or achieving rewards.


For example, language-learning apps like Duolingo use streaks and rewards to keep users engaged. Furthermore, communication platforms that facilitate task sharing, idea exchange, and the expression of opinions can elevate these efforts. For instance, educational platforms like Kahoot turn quizzes into competitive games.


Such activities encourage students to perceive educational goals and achievements as proactive, dynamic, and enjoyable experiences, rather than monotonous and obligatory tasks. Gamification, therefore, has the potential to transform traditional education into an interactive and stimulating process that aligns with the needs and preferences of younger generations (Ružic & Dumancic, 2015).


In summary, gamification has been effectively applied in education and training to enhance engagement through interactive quizzes, challenges, and reward-based simulations. However, the success of gamification depends on proper implementation. If students perceive gaming elements as unnecessary, or if the focus is on correcting behavior without addressing deeper issues, gamification may become counterproductive. Moreover, failing to follow essential design principles can lead to disengagement and a loss of interest among students.


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