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Original Article | Volume 2 Issue 4 (ACR, 2025) | Pages 1793 - 1802
Gamified Learning through ICT: Transforming Student Engagement in the 21st Century
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1
Associate Professor,Department of MBA,Soundarya Institute of Management and Science, Soundarya Nagar Sidedahalli, Bengaluru, Karnataka
2
Professor and Dean Admissions,Department of Management,Dr. Ambedkar Institute of Management Studies and Research, Rashtrasant Tukdoji Maharaj Nagpur University, Nagpur Maharashtra
3
Lecturer,Faculty of Hotel and Tourism Management,Universiti Teknologi MARA (UiTM),Cawangan Terengganu Kampus Dungun,Sura Hujung, Dungun Terengganu, Malaysia
4
Assistant Professor,Teerthanker Mahaveer College of Law and Legal Studies,Teerthanker Mahaveer University, Moradabad.
5
Assistant Professor, Department of Management (MMS),Pillai institute of Management Studies & Research,Dr.K.M.Vasudevan Pillai Campus, New Panvel
Under a Creative Commons license
Open Access
Abstract

In the digital age, traditional teaching methods often struggle to maintain student interest and motivation. This research explores how gamified learning, when integrated with Information and Communication Technology (ICT), transforms student engagement and fosters active participation in the 21st-century classroom. Gamification refers to the application of game design elements—such as points, levels, leaderboards, and rewards—in non-game educational contexts. When combined with ICT tools like interactive platforms, mobile applications, and virtual environments, gamification creates immersive and personalized learning experiences.

This study examines the pedagogical impact of gamified ICT on student engagement across diverse age groups and educational settings. Through a mixed-methods approach involving classroom observations, teacher interviews, and student surveys, the research evaluates cognitive, behavioral, and emotional dimensions of engagement. Findings reveal that students exposed to gamified learning environments demonstrate higher motivation, improved collaboration, and better retention of content compared to those in conventional settings.

Moreover, the paper highlights specific ICT tools—such as Kahoot!, Classcraft, Quizizz, and Minecraft: Education Edition—that educators use to implement game-based strategies effectively. It also addresses challenges such as over-competition, digital fatigue, and accessibility concerns, offering strategies for balanced integration.

By aligning gamification with pedagogical goals and curriculum standards, educators can harness the motivational power of games without compromising academic rigor. The research concludes that gamified learning, supported by ICT, is a powerful catalyst for increasing student engagement, promoting digital literacy, and preparing learners for a technology-rich future. This paper contributes to the growing discourse on educational innovation, offering insights and best practices for teachers, curriculum designers, and policymakers aiming to modernize learning environments

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