Developing Gamified Educational Technologies to Enhance Learning and Motivate Student Engagement in Education: A Quantitative Study Using Human-Computer Interaction (HCI)
Developing Gamified Educational Technologies to Enhance Learning and Motivate Student Engagement in Education: A Quantitative Study Using Human-Computer Interaction (HCI)
Abstract: Nowadays, the rapidly evolving educational landscape is keeping the students engaged and motivated is more
important. This study seeks into how gamified educational technologies— and the tools that are used in game-like elements such
as the points, the rewards, and the challenges—that can help make learning more effective and can be more enjoyable. In
addition, by familiarizing and adding the principles from the Human-Computer Interaction (HCI), our aim is to make a design
educational experiences that are not only responsive and also will make students more intuitive and user-friendly. Through the
interviews, the focus groups, and the classroom observations, we gathered data and insights from both the students and the
educators to be able to understand on how these things influence the motivations and student’s learning behavior. To sum it up,
the results showed that when the gamification is thoughtfully combined with solid learning goals, it can make a greater interest,
sustain attentions, and to foster a deeper connection to the learning process. All in all, this research will highlight the importance
of designing educational tools with the user in mind, ensuring they are not only functional and but also engaging and also can
be accessible for all the learners.
Keywords: Gamification, Educational Technology, Human-Computer Interaction, Student Engagement, Motivation, User-Centered
Design, Interactive Learning, Quantitative Study.
How to Cite: Balais, Jay Ar D.; Bangao, Zidney Jann P.; Berbano, Jay R L.; De Castillo, Christian A.; Silvestre, Jesole N.; Villamor,
Charmel S. Cedie E. Gabriel; Reginald S. Prudente. (2025). Developing Gamified Educational Technologies to Enhance
Learning and Motivate Student Engagement in Education: A Quantitative Study Using Human-Computer
Interaction (HCI). International Journal of Innovative Science and Research Technology,
10(5), 527-542. https://doi.org/10.38124/ijisrt/25may694.
C. Data Collection
This study will be conducted using interview process on
the students on BSIT. Semi-structured interview is used to
gather their insights, experience, and challenges with using the
gamified learning systems. It enables to understand their
personal opinion on how effective the system to the students to
gain motivation in learning in an enjoyable moment, give
motivation and improve the system for better experience [16].
In addition, survey and questionnaires interpret and analyse
data such student feedbacks including student level of
engagement, satisfaction and motivation within the system,
utilizing 4-Likert-scale questions for statistical analysis. The
finding provides deeper understanding in the gamified learning
systems improvements and context related in the effectiveness
of this in education learning process of the students [17].
Fig 1: The Diagram Outlines a Enhancing SEAIT’s School Fund Management Through a Transparent and User-Friendly Donation
System: A Qualitative Study Using Human-Computer Interaction (HCI) Principles.
Fig 3: In this Figure, it Shows the Admin Dashboard Section of the System
V. SAO FUNDRAISING ASSISTANCE AND DONATION ALLOCATION SYSTEM MANAGE DONORS – REPORTS
Fig 5: In This Figure, It Shows the Manage Question Section of the System.
Fig 6: In This Figure, It Shows the Manage Student Section of the System.
Fig 7: In This Figure, It Shows the Manage Badges Section of the System.
Fig 10: In This Figure, it Shows the Student Dashboard Section of the System.
Fig 11: In This Figure, It Shows the Student Courses Section of the System.
Fig 12: In This Figure, It Shows the Student Quests Section of the System.
Fig 13: In This Figure, It Shows the Student Performance Section of the System.
Fig 14: In this Figure, It Shows the Student Achievements Section of the System.
Fig 15: In This Figure, It Shows the Student Leaderboard Section of the System.
Fig 16: In This Figure, It Shows the Student Account Settings Section of the System.
VI. EVALUATION AND RESULTS positive responses on how the gamified technology influenced
the students learning and engagement. The researchers also use
A. Usability Testing a Pearson Correlation analysis to explore how the usability
To assess the usability of the gamified educational features of the system were aligned on enhancing the student
technology that is used in this study, the research provides a motivation, learning outcomes and academic performance.
structured usability procedure and was conducted on the
Bachelor of Science in Information Technology (BSIT) 4th year B. Performance Metrics
students from SEAIT. The main objectives of this study are to To assess the performance metric of gamified educational
understand how the students will interact with the gamified key technology, the study employed a key metrics such us
elements and how those features give impact with their learning engagement score, motivation score, learning outcome score
experience. and satisfaction score to measure the effectiveness of the
gamified system. Engagement score, this measures the average
The participant will ask to engage with the gamified rate on how the students actively participate and interact with
system. After that, the respondents will answer the 4-point the system. Motivation Score, this assessed the motivation of
Likert Scale questionnaire that the researcher provided to the student and willingness to complete the task within the
understand and know their experience on the system. The gamified system. While the learning outcome score, also assess
survey given focus on the four main areas, the student on how well the students to remembered knowledge and
engagement, motivation, effectiveness and user satisfaction. performed academically as a result of using the system. Lastly,
Each participant will rate their experience in the system satisfaction score, this will measure the overall satisfaction and
usability features in the scale from 4 (Strongly Agree) to 1 contentment of the students had with their experience in
(Strongly Disagree). To ensure honesty and unbiased on the gamified system.
feedback, the responses were anonymously collected. A total of
100 BSIT students took part in this survey, providing a valuable These provided performance metrics is directly aligned
insight on how effective the gamified technology to enhance with the research objectives by helping the students to
and motivate student in their learning experience. understand how the design of the gamified system affect the
student engagement, how the gamified tools boost student
The researchers collect and analyzed data using the motivation and whether it help to improvement their academic
descriptive statistical method, such as mean, standard deviation performance. Additionally, it allows the researchers to assess
and frequency distribution. The higher mean means more the overall user satisfaction and compare the gamified
VII. DISCUSSION Overall, the analysis of the survey tally supports the
conclusion that the gamified technologies enhance the student
A. Interpretation of Findings engagement, motivation, system effectiveness and satisfaction
The findings in this study offers significant evidence in on the learning environments. These findings suggest that the
response to the research questions emphasizing the positive integration of the gamified elements like rewards, badges and
effect of gamified elements like points, leaderboards and levels leaderboards helps to boost the student motivation to keep
on the different aspects of the learning experience. engage or participative and complete the task and performance
easily with efforts and feeling happy.
Research Question 1. How does the gamified system
based on a specific elements design like points, leaderboards Table 1: Mean Range Interpretation (Likert Scale Guide)
and levels impact the student engagement on learning Mean Scale Description
environments? 4 Strongly Agree
The results show a strong agreement from students 3 Agree
regarding the role of gamified elements in improving the 2 Disagree
student engagements. The mean score ranging from 3.38 to 1 Strongly Disagree
This table shows how users rated the Impact of Gamified Engagement. The results indicate strong agreement that
Elements (Points, Levels, Leaderboards) on Student gamified element enhance the student engagement in learning.
This table shows how users rated influence of gamified that gamified element features motivate the student to complete
features on motivation. The results indicate strong agreement the task and performance with efforts and motivated.
This table shows how users rated effectiveness of enhance the student learning outcomes by making them enjoy
gamification in enhancing learning outcomes. The results and participative on the learning outcomes.
indicate strong agreement that gamification in education can
This table shows how users rated student satisfaction with agreement that gamified system provide a satisfaction on the
gamified learning experiences. The results indicate strong learning experience of the students.
This table compiles all survey results, showing average To address these limitations, the future research would
scores and standard deviations for each item. It reveals that consider to expand the scope of the study and include more
while most scores fall in the “Strongly Agree” or “High” range. institutions. This will help to determine the effect of the
gamification in education is a true and accurate due to have a
B. Contributions and Innovation larger scope to observed the patterns. Moreover, adapting a
This study contributes to the advancement Human learning style on the gamified system is to be consider to
Computer Interaction field by providing an insight on how the enhance the effect of gamification on education. Additionally,
gamified educational technology affects the user satisfaction adapting an artificial intelligence on the gamification to support
and enhances educational learning outcomes. It illustrates how to give a real time feedback and examine the long-term effect
the gamification principles with an integrated usability design of gamification on the enhancement of the student engagement
improves the user engagement and motivation in learning and motivation on learning.
activities. Specifically, it examines the gamified system to offer
an innovative solution that validates the practical benefits of VIII. CONCLUSION
implementing a gaming like design features in educational
platforms. By focusing on the engagement, motivation, A. Summary of Key Findings
effectiveness and satisfaction, the study emphasizes the This study was to develop a gamified technologies on
effectiveness of gamification in education to enhance the users education to enhance the student engagement and motivation in
learning experience. Also, it introduces a student tested learning. Based on the survey data, the participants generally
framework for evaluating the gamified system through rated the system positively, especially on the aspect of student
descriptive statistics and 4-point likert scale analysis, providing engagement, motivation, effectiveness and satisfaction of the
a well-structured approach to analyze the effect of gamification system. Most of the responses illustrates a strong agreement
in educational platforms. Moreover, this study also gives an (RQ1) of the gaming like features design on the system that it
innovative solution like adding a reward on the gamification helps to keep the student focus and participative the learning
system to catch the users interest in learning, providing an task and performance. Moreover, these gamified elements
actual feedback and visual tracking of achievements. These make the learning more enjoyable and interested that makes the
insights provide not only to validate the effectiveness of student boost their motivation to complete the task, perform
gamification in educational platforms also to contribute some better and remains engage to the task or lesson in the presence
applications of an interactive designs. of rewards, challenges and even the chance to level up (RQ2).
The results clearly stated that the students agreed that gamified
C. Limitations and Future Work elements enhance their understanding towards the lesson, also
While this study presents a significant insight on how the in recalling the information effectively and they more likely to
gamified system is effective to the educational platform, there put more efforts into academic task. performance while using
are some limitations on this study. This study is only conducted the gamified system (RQ3) and provide satisfaction in using the
at the SEAIT institution, it will limit the general findings on the system (RQ4).
other educational institution. The result may vary due to the
limited groups that is involved. Also, this study only uses a B. Final Remarks
descriptive research design, although this design is effective it The research journey underscored the exploration of the
will not ensure that theirs a deep understanding on the gamified gamification educational technologies on the enhance of the
system. By this method, the study will give a confusion on the student’s engagement, motivation, effectiveness and
used gamified elements and on the learning outcomes. satisfaction on the learning. From the creation of the design of
Additionally, the gamified system used in this study clearly not the system up to evaluating the 100 students on BSIT have been
stated an accurate learning style to adapt in the user’s needs. provided an significant insight towards the effectiveness of the
How would you describe your overall experience with the current donation system at SEAIT?
In your opinion, what specific features or functionalities are missing or need improvement in the current system?
What design or interface qualities do you believe would make the donation system more user-friendly and accessible?
How important is transparency in a digital donation system, and how does it influence your trust in the process?
How does the usability of the donation system affect your willingness to engage with or recommend it to others?
QUESTIONNAIRE
Instructions
Thank you for taking the time to participate in this questionnaire. This study aims to gather your insights and experiences regarding
the use of gamified educational technologies and how they impact your learning, motivation, engagement, and satisfaction. Please read
each statement carefully and indicate the extent to which you agree or disagree by putting a check (✔) in the box that best represents
your opinion, based on the scale below:
Scale Description
4 Strongly Agree
3 Agree
2 Disagree
1 Strongly Disagree
There are four (4) sections in this questionnaire. Each section focuses on a specific area related to gamified educational
technologies. Kindly respond honestly based on your personal experience with the system.
Your responses will be kept strictly confidential and will only be used for research purposes.
RESULTS
Impact of Gamified Elements (Points, Levels, Leaderboards) on Student Mean Standard Interpretation
Engagement Deviation
The use of points in the system keeps me engaged in learning activities. 3.74 0.52 Strongly Agree
I feel motivated to participate in activities when I see my progress through Strongly Agree
3.53 0.65
levels.
Leaderboards encourage me to compete and stay engaged with learning tasks. 3.67 0.49 Strongly Agree
The gamified elements (points, levels, leaderboards) make learning activities Strongly Agree
3.70 0.53
more interesting.
I feel more involved in my studies due to the gamification features. 3.49 0.56 Strongly Agree
The feedback provided by gamified elements (such as points or rankings) is Strongly Agree
3.48 0.57
helpful in motivating me.
The progress-tracking system (points/levels) helps me stay focused on my Strongly Agree
3.51 0.52
academic goals.
I am more willing to participate in tasks because of the game-like features. 3.64 0.48 Strongly Agree
The visual representation of achievements (like badges or levels) increases my Strongly Agree
3.63 0.47
motivation to engage.
The competitive aspect of leaderboards enhances my willingness to participate. 3.52 0.50 Strongly Agree