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Correlational Study
| Published: June 30, 2025
Enhancing Learning Outcomes Through Gamification: Investigating Retention, Game Experience, and Emotional Engagement
Master’s Student, Amity Institute of Behavioural and Applied Sciences, Amity University, Mumbai, India
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Assistant Professor, Amity Institute of Behavioural and Applied Sciences, Amity University, Mumbai, India
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DIP: 18.01.415.20251302
DOI: 10.25215/1302.415
ABSTRACT
Gamification is the “use of game design elements in a non-game context” (Singer and Schneider, 2012). Gamification has emerged as a powerful approach to enhance engagement, motivation, and long-term retention in various domains, including education, marketing, and workplace training (Capatina et al., 2024). Additionally, research by Singh and Sun (2025), Krause et al. (2015), and Oksanen (2013) all support the idea that game-like environments enhance immersion and contribute to increased motivation, achievement, and academic development. This paper explores the relationship between gamification and retention and examines how game mechanics such as points, badges, leaderboards, and character design can influence user behaviour and encourage positive experiences. The study involved a within-group research design of 50 participants currently enrolled in a course. The statistically significant paired t-test score of 6.141 confirms that game elements such as competition, personalisation, rewards, and interactivity contribute to improved retention and learning outcomes. The analysis revealed a significant increase in learners’ sense of competence, positive affect, and immersion, indicating that gamification fosters a more enjoyable and engaging learning environment. Additionally, the Core, Social Presence, and Post-Game Modules of the Game Experience Questionnaire (IJsselsteijn et al, 2013) demonstrate that gamified learning reduces negative experiences while enhancing emotional engagement, social interaction, and overall post-learning satisfaction.
Keywords
Gamification, Retention, Emotional Engagement, Game Experience
This is an Open Access Research distributed under the terms of the Creative Commons Attribution License (www.creativecommons.org/licenses/by/2.0), which permits unrestricted use, distribution, and reproduction in any Medium, provided the original work is properly cited.
© 2025, Sanil, M. & Sathe, V.U.
Received: May 22, 2025; Revision Received: June 26, 2025; Accepted: June 30, 2025
Article Overview
ISSN 2348-5396
ISSN 2349-3429
18.01.415.20251302
10.25215/1302.415
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Published in Volume 13, Issue 2, April-June, 2025
