This paper describes a case study based on a problem-based research approach and the gamification theory. Gamification is widely used to engage students, and numerous advantages are cited in the literature. While gamification has shown benefits in engagement, it may also introduce unintended side effects during the game-based learning experience. These side effects are less researched in the literature and require further investigation. The purpose of this qualitative research is to identify some of the side effects of gamification during the in-class learning experience. Specifically, the study aims to explore the negative impacts of gamification on collaboration and ethical behavior among civil engineering students in a Construction Execution course. The game consisted of an in-classroom group competition quiz, performed in four rounds, and distributed throughout the course schedule. The students were asked about the content they had studied previously, and the first group that pushed the buzzer of an electronic device, made specifically for this course, had the right to answer. At the end of each round, students completed a Google Form questionnaire that included questions about their engagement in pre-activities, their perception of the class experience, and what could be improved. The closed-ended questions were analyzed statistically, and the open-ended questions were coded using a thematic analysis- inter-rater reliability demonstrated the reliability of the coding scheme. The findings indicated that a high level of competition in a gamified flipped classroom can hinder the development of engineering students’ collaborative skills and reduce their ethical behavior. This research addressed an underexplored aspect of gamification in identifying some side effects of gamification. To mitigate these side effects, civil engineering educators may consider not including points of the game as part of the grade and incorporating behavioral rules into the game design.
The full paper will be available to logged in and registered conference attendees once the conference starts on June 21, 2026, and to all visitors after the conference ends on June 24, 2026