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BIOL 302: Journal Club Group 1

Colin Olinski

Created on April 9, 2026

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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
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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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© 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