The current cohort of college students, growing up with digital games and short videos, shows different learning preference compared to previous generations. They tend to prefer interactive learning environments [1] and enjoy frequent educational stimuli. As a result, educators are exploring the integration of gamification principles into classrooms [2] [3] [4]. Particularly in engineering courses, abstract concepts often pose challenges for students’ understanding. Gamification offers an approach to turn traditional, passive learning style into a more interactive and dynamic learning experience.
The objective of this study is to explore the impact of gamification on student engagement and performance in undergraduate engineering courses. Game-like elements such as points, leaderboard, badges, in-class quizzes with instant feedback, individual and team competition [1] were selectively integrated into five undergraduate courses. Each course uses a combination of these features depending on the course structure and needs.
In order to compare students’ preference with and without gamification, for the first third of the semester, the instructors use traditional methods (without gamification) in teaching, while for the remaining two-thirds, gamification techniques will be incorporated. Students can not only earn points from in-class quiz and get prizes, but also improve their final grades through their achievements. We have collected student surveys at the end of semester to assess their motivation, engagement, and overall experience. Additionally, student performance is compared between the two phases of the semester with and without gamification.
The full paper will be available to logged in and registered conference attendees once the conference starts on June 22, 2025, and to all visitors after the conference ends on June 25, 2025