BIOL 302
Effect of Digital Game-Based Learning on Student Engagement and Motivation
Effect of Digital Game-Based Learning on Student Engagement and Motivation
PRESS START
41226
HI-SCORE
MENU
Introduction
Methods
Results
Discussion
Implications/Takeaway
© 2026 Journal Club Group 1
Introduction
Earlier solutions
COVID-19 Effect
Current teaching
Main Problem
© 2026 Journal Club Group 1
Previous literature
Game-based learning is supported by theoretical foundations:
- Constructivism
- learning occurs via active interaction and experience
- Experiential learning
- learning improves through doing and reflection
- Flow theory
- optimal learning occurs when challenge and skill are balanced
Empirical findings:
- Gamification can improve motivation, participation, and skill acquisition (but results are inconsistent)
- Leaderboard debate
- can positively motivate students who favor competitiveness, but can also negatively motiavte those who don't enjoy competition
- Gender differences
- females show higher academic achievement and responsiveness to feedback, but may dislike competitive comparison compared to males
Gamificationexplained
Game-based learning
- Authors argue that digital game-based learning (DGBL) works because
- Games are already widespread and enjoyable
- Promote active participation, decision-making, and social interaction
- Increase motivation, enjoyment, and persistence in learning tasks
- However, gamification is not universally effective as strategies like leaderboards can both motivate and demotivate students.
Gamified material (vortex game)
- Goal: students categorize terms quickly
- Features:
- Simple rules (low cognitive load)
- Immediate feedback (reinforces learning)
- Time-based scoring (encourages performance improvement)
- Leaderboard (introduces competition)
- Flexible use (can be used in-class or online)
Method(subjects)
Phase 1: Online Spring 2022
- 5 parallel classes of undergraduate engineering seminar (taught by different instructors)
- 101 students participated (ages 19-22, 82% M, 18% F)
Phase 2: Summer 2022
- Study was designed to examine gender differences in game-based tasks
- 2 parallel classes taught by the same professor
- 107 participants (42.1% M, 59.8% F)
Both:
- No final exam → more time available for survey completion
- Class time allocated for survey at start and end of the lecture
- Student responses were voluntary and anonymous
Method(Study design)
Course: Online Spring 2022 - Electric and computer engineering course for sophomores
- Activities were competitive games, aim is to finish task before opponents
- Aka “rousing games” = energize students
- Accessed activities through links on Moodle (learning platform) course page
Hypothesis: intrinsic motivation creates deeper engagement, and thus, deeper learning
Focus: motivate students to engage with the course materials
- Many students are “instrumental” learners = only focus on grades
- Course doesn’t affect grades = students don’t pay attention = no effort
- Chose this course because student motivation is already low.
- Findings from this study will be even more relevant in higher-stake courses where students already care more
Method
(Instruction Design)
Study assesses the use of game-based quiz activities (GBQA) to promote virtual learning
Activities:
- Created in accordance to Keller’s attention, relevance, confidence, and satisfaction (ARCS) model of motivation and self-determination theory (SDT)
- ARCS: Teaching activities are matched to these 4 factors for increased stimulation and improved learning
- SDT: motivation follows feelings of autonomy, competency, and connection to others
- When these requirements aren’t met, individuals are less motivated and may feel stress, anxiety, and sadness
Students are satisfied when:
- Correctly answer questions
- Finish task quickly
- See themselves ahead of their peers
Method
(Questionnaire)
3 part questionnaire:
- Part 1: demogbraphic info
- Part 2: 5 point scale, strongly agree/disagree for survey questions (Table 2)
- Highly reliable (Cronbach’s alpha 0.835)
- Q1: enjoyment-based
- Q2/3/4/7/10/11: motivation
- Q3/6: learning self-assessment
- Q7-11: leaderboard impact
- Q12/13: engagement outside of class
- Part 3: Open-ended questions
Method
(Procedure)
Students were divided into five groups (30-50 students each) that differed by:
- Students accessed activities and questionnaire (using online SurveyMonkey) via links on Moodle course page
- Responses were recorded electronically and anonymous
- Type of activity:
- Game-Based Quiz Activities (GBQAs)
- Moodle-Based Quiz Activites (MBQAs)
- Presence or absence of a leaderboard
Two-Phase Study Design
Data Analysis:
- Phase 1:
- Compared GBQAs vs MBQAs
- Tested the effect of leaderboards
- Phase 2:
- All groups used game-based activities only
- Focus on gender differences
- Quantitative:
- Frequencies, percentages, means, standard deviations
- Qualitative:
- Thematic analysis (open-ended responses)
Results
Complete the missions to learnwhat the authors found
3 open-ended questions
2 Survey Figs. 5-6
1 ActivitiesFigs. 2-4
4 general:tables 4-5
LEVEL 1/3
- Higher completion rates for game-based activities than Moodle-based quizzes
- Completion dropped after switching from game-based to Moodle
- Suggests the game-based format supported better engagement
Next
LEVEL 2/3
- Students accessed game-based activities more often
- Access rates fell after switching to Moodle quizzes
- Leaderboard groups appeared to return more frequently
Next
LEVEL 3/3
- Lower completion time = better performance
- Leaderboard groups sometimes showed better performance
- Overall differences were not statistically significant
Next
CONGRATULATIONS!
You have mastered the activities section of the results!1
Results
Complete the missions to learnwhat the authors found
3 open-ended questions
2 Survey Figs. 5-6
1 ActivitiesFigs. 2-4
4 general:tables 4-5
LEVEL 1/2
NEXT
- About 60% said the games were fun
- About 74% said the activities were motivating
- About 77% said the games improved understanding
Next
LEVEL 2/2
NEXT
- Summer survey responses were also mostly positive
- Students liked the games, but fewer preferred them during lecture time
- More than half supported future use of game-based activities
Next
CONGRATULATIONS!
You have mastered the survey section of the results!2
Results
Complete the missions to learnwhat the authors found
3 open-ended questions
2 Survey Figs. 5-6
1 ActivitiesFigs. 2-4
4 general:tables 4-5
LEVEL 1/3
Theme 1:
Game-based activities are a good way to review the course material.
- Students felt that game-based activities were useful in providing an overview of concepts studied during lectures.
- "new way to understand and review the material"
Next
LEVEL 2/3
Theme 2:
Game-based activities help students to become more engaged in the lectures.
- Students felt more engaged, helping them focus their attention on the topics at hand.
- "all students engaged at the same time with the same question to see who solves them faster and correctly."
Next
LEVEL 3/3
Theme 3:
Playing games was a fun and satisfying experience.
- Game-based activities created a positive atmosphere, helping students perform better.
- "It was fun interacting with everyone when playing the game.”
Next
CONGRATULATIONS!
You have mastered the open-ended question section of the results!3
Results
Complete the missions to learnwhat the authors found
3 open-ended questions
2 Survey Figs. 5-6
1 ActivitiesFigs. 2-4
4 general:tables 4-5
LEVEL 2/2
- Leaderboard group scored higher in 3 of 4 Moodle activities
- But all p-values were above 0.05
- So the leaderboard effect was not statistically significant
Next
LEVEL 2/2
- Female students had longer completion times in most activities
- Male students were significantly faster on A3, A4, A5, and A7
- Shows some gender differences in speed during game-based tasks
Next
CONGRATULATIONS!
You have mastered the general section of the results!4
Results
You have completed all the missions!Now, lets get into the Discussion section.
3 open-ended questions
2 Survey Figs. 5-6
1 ActivitiesFigs. 2-4
4 general:tables 4-5
Discussion
General
RQ3
RQ2
RQ1
© 2026 Journal Club Group 1
Discussion
Strengths
- Real classroom implementation (good ecological validity)
- Compared game-based and traditional methods
- Used two study phases and combined quantitative and qualitative analysis
Weaknesses & Limitations
- Sample and context limitations - limits generalizability
- Conducted in one course and one institution
- Participants were mostly engineering students
- Self-reported data
- heavy reliance on survey responses, may include biases like social desirability and subjective perception
- Uneven participation
- not all enrolled students completed surveys, potential response bias
- Measurement constraints
- learning outcomes were not directly measured using objective academic performance
- Short-term study
- focused on short-term engagement as opposed to long-term learning
Implications
Gamification can make learning more enjoyable and interactive, especially for online settings when more and more students are engaging in asynchronous learning.
Takeaway
Digital game-based learning (DGBL) is effective for increasing engagement and motivation among students.
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THANK YOU FOR PLAYING!Any questions?
RESTART
© 2026 Journal Club Group 1
Author's conclusion:
- Gamification should be used thoughtfully for most efficient use, the use of competitive elements like leaderboards should be used thoughtfully
- Students accessed and completed game-based tasks more frequently
- Effect of leaderboards was mixed and gender differences were observed
RQ3:
Female students showed higher motivation and enjoyment overall
- More females reported feeling motivated and engaged
- More likely to report improved understanding
Male and female students interacted with games differently
- Males completed activities faster
- Likely due to differences in gameplay style
- Females spent more time on tasks
- Suggests greater attention or engagement
- Females were less motivated by peer comparison
- Males more responsive to competition
Perceptions are not universal and vary by individual
- Motivation and enjoyment not determined by gender alone
- Highlights need for inclusive instructional design
RQ1:
Game-based activities increased engagement
- Higher completion and access rates for GBQAs vs. MBQAs
- Survey responses showed games were more engaging
- Improved understanding suggests meaningful engagement
Students were more motivated
- Higher activity access rates
- Struggling students were motivated to retry and improve
Enjoyment contributed to engagement
- Majority reported having fun (spring >50%, summer >80%)
- Fun increased emotional investment and continued participation
Increased intrinsic motivation
- Course was pass/fail with no grade incentive
- Engagement driven by internal interest rather than rewards
Variation and novelty are important
- Interactive format captured attention
- Engagement declined over time, likely due to repetition/boredom
RQ2:
Leaderboards can enhance performance and effort (modestly)
- Faster completion times and slightly better performance
- Students exerted more effort to improve rank
- No statistically significant differences (weak effect)
Leaderboards may increase motivation, but unevenly
- Rankings and comparison motivated some students
- Competition created goals, recognition, and achievement
- Many students were not motivated by comparison
- More effective for competitive/high-performing students
Leaderboards can have negative effects on motivation & learning
- Lower-ranked students may feel discouraged
- Can reduce participation or lead to disengagement
- Focus may shift to points/rank over understanding
- Leads to surface-level engagement
- Peers may be seen as competitors
- Reduces collaboration and peer support
Earlier solutions:
Quizzes, polling, breaking rooms seemed to show some initial benefits but quickly lost effectiveness due to their novelty wearing off.
Current teaching:
Traditional teaching methods are being considered outdated and cannot compete with modern entertainment and other digital distractions.
Two-sentence summary:
The study be Nadeem et al. demonstrates that digital game-based learning, particularly via a simple Vortex game, significantly enhances student engagement and motivation compared to traditional methods. Although the impact of competitive elements like leaderboards and gender differences remains complex and under-researched.
Research Questions:
RQ1: How do game-based activities affect student engagement and motivation?RQ2: What is the impact of leaderboards on motivation and behavior? RQ3: Are there gender differences in perceptions of game-based learning?
Future directions:
- Longitudinal studies to examine long-term effects with learning and retention
- Explore different types of games and gamification elements
- Investigate gender differences and personality traits in more depth
- Integrate with newer technologies and tools (AR/VR, AI)
- Look for optimal balance between intrinsic and extrinsic motivation
COVID-19 effect:
The decline in student engagement only intensified after COVID, due to the rapid shift to online learningThis led to many teachers struggling to keep students engaged and attentive.
Main problem:
Declining student engagement, especially in online and large-class settings.
- Draws their attention
- Sparks enthusiasm
- Creates positive learning environment
- Activities:
- Relate to curriculum
- Consider topic complexity, response time, and integration of activity into class
- Played independently (without instructor)
- Provide autonomy + confidence
MBQAs (Table 1) are relatively new experiences for students
Ethics:
- Study followed Declaration of Helsinki
- Approved by the Research Committee
- Surveys were conducted online and anonymously
- Student participation was voluntary
- No data collected could be used to identify participants
The vortex game
- Students play Vortex GBQAs asynchronously at any point throughout the day
- Participants classify words/phrases into one of four categories as quickly as possible
BIOL 302: Journal Club Group 1
Colin Olinski
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Transcript
BIOL 302
Effect of Digital Game-Based Learning on Student Engagement and Motivation
Effect of Digital Game-Based Learning on Student Engagement and Motivation
PRESS START
41226
HI-SCORE
MENU
Introduction
Methods
Results
Discussion
Implications/Takeaway
© 2026 Journal Club Group 1
Introduction
Earlier solutions
COVID-19 Effect
Current teaching
Main Problem
© 2026 Journal Club Group 1
Previous literature
Game-based learning is supported by theoretical foundations:
Empirical findings:
Gamificationexplained
Game-based learning
Gamified material (vortex game)
Method(subjects)
Phase 1: Online Spring 2022
Phase 2: Summer 2022
Both:
Method(Study design)
Course: Online Spring 2022 - Electric and computer engineering course for sophomores
Hypothesis: intrinsic motivation creates deeper engagement, and thus, deeper learning
Focus: motivate students to engage with the course materials
Method
(Instruction Design)
Study assesses the use of game-based quiz activities (GBQA) to promote virtual learning
Activities:
Students are satisfied when:
Method
(Questionnaire)
3 part questionnaire:
Method
(Procedure)
Students were divided into five groups (30-50 students each) that differed by:
Two-Phase Study Design
Data Analysis:
Results
Complete the missions to learnwhat the authors found
3 open-ended questions
2 Survey Figs. 5-6
1 ActivitiesFigs. 2-4
4 general:tables 4-5
LEVEL 1/3
Next
LEVEL 2/3
Next
LEVEL 3/3
Next
CONGRATULATIONS!
You have mastered the activities section of the results!1
Results
Complete the missions to learnwhat the authors found
3 open-ended questions
2 Survey Figs. 5-6
1 ActivitiesFigs. 2-4
4 general:tables 4-5
LEVEL 1/2
NEXT
Next
LEVEL 2/2
NEXT
Next
CONGRATULATIONS!
You have mastered the survey section of the results!2
Results
Complete the missions to learnwhat the authors found
3 open-ended questions
2 Survey Figs. 5-6
1 ActivitiesFigs. 2-4
4 general:tables 4-5
LEVEL 1/3
Theme 1:
Game-based activities are a good way to review the course material.
Next
LEVEL 2/3
Theme 2:
Game-based activities help students to become more engaged in the lectures.
Next
LEVEL 3/3
Theme 3:
Playing games was a fun and satisfying experience.
Next
CONGRATULATIONS!
You have mastered the open-ended question section of the results!3
Results
Complete the missions to learnwhat the authors found
3 open-ended questions
2 Survey Figs. 5-6
1 ActivitiesFigs. 2-4
4 general:tables 4-5
LEVEL 2/2
Next
LEVEL 2/2
Next
CONGRATULATIONS!
You have mastered the general section of the results!4
Results
You have completed all the missions!Now, lets get into the Discussion section.
3 open-ended questions
2 Survey Figs. 5-6
1 ActivitiesFigs. 2-4
4 general:tables 4-5
Discussion
General
RQ3
RQ2
RQ1
© 2026 Journal Club Group 1
Discussion
Strengths
Weaknesses & Limitations
Implications
Gamification can make learning more enjoyable and interactive, especially for online settings when more and more students are engaging in asynchronous learning.
Takeaway
Digital game-based learning (DGBL) is effective for increasing engagement and motivation among students.
41226
HI-SCORE
COMPLETED
THANK YOU FOR PLAYING!Any questions?
RESTART
© 2026 Journal Club Group 1
Author's conclusion:
RQ3:
Female students showed higher motivation and enjoyment overall
Male and female students interacted with games differently
Perceptions are not universal and vary by individual
RQ1:
Game-based activities increased engagement
Students were more motivated
Enjoyment contributed to engagement
Increased intrinsic motivation
Variation and novelty are important
RQ2:
Leaderboards can enhance performance and effort (modestly)
Leaderboards may increase motivation, but unevenly
Leaderboards can have negative effects on motivation & learning
Earlier solutions:
Quizzes, polling, breaking rooms seemed to show some initial benefits but quickly lost effectiveness due to their novelty wearing off.
Current teaching:
Traditional teaching methods are being considered outdated and cannot compete with modern entertainment and other digital distractions.
Two-sentence summary:
The study be Nadeem et al. demonstrates that digital game-based learning, particularly via a simple Vortex game, significantly enhances student engagement and motivation compared to traditional methods. Although the impact of competitive elements like leaderboards and gender differences remains complex and under-researched.
Research Questions:
RQ1: How do game-based activities affect student engagement and motivation?RQ2: What is the impact of leaderboards on motivation and behavior? RQ3: Are there gender differences in perceptions of game-based learning?
Future directions:
COVID-19 effect:
The decline in student engagement only intensified after COVID, due to the rapid shift to online learningThis led to many teachers struggling to keep students engaged and attentive.
Main problem:
Declining student engagement, especially in online and large-class settings.
MBQAs (Table 1) are relatively new experiences for students
Ethics:
The vortex game