Investigating the Motivational Game Elements in Game-based Interventions in School Context: A Literature Review

Gamification DesignK-12 Digital Education ToolsSTEM Education & Science CommunicationK-12 TeachersSpecial Education TeachersEarly Childhood Educators

Research Background and Issues

  • Identified Problems or Challenges: Student motivation has long been a significant challenge in the field of education. Traditional teaching methods fail to consistently and effectively enhance students' interest in learning and their ability to actively participate. Furthermore, despite the increasing application of gamification and game-based learning in education in recent years, there remain unresolved issues regarding how to adapt these methods to school environments and design game elements related to motivation.
  • Importance of the Issue: A lack of learning motivation not only negatively impacts academic performance but may also lead to a long-term negative attitude toward learning. Gamification and game-based learning have the potential to address this challenge by creating more engaging learning experiences that promote active student participation.
  • Research Motivation and Related Work:
    • Existing literature indicates that gamification has a positive impact on students' academic performance and learning experiences, but most studies focus on higher education or specific domains.
    • Research targeting K-12 education is relatively scarce, particularly regarding the specific implementation in school environments and its connection to student motivation.
    • This study utilizes the Octalysis framework to analyze the relationship between core motivational drivers and the design of game elements, providing a systematic analysis for such interventions and setting directions for future research.

Solution

  • Proposed Methods or Solutions:
    • Conduct an interdisciplinary scoping review to synthesize research on the implementation of gamification and game-based learning in school environments.
    • Use the Octalysis framework to analyze the relationship between core motivational drivers and game elements.
    • Categorize interventions, learning domains, and the relationships between different game elements and motivational drivers to reveal the current state and gaps in the research field.
  • Innovative Aspects of the Solution:
    • Integrating the Octalysis framework with literature analysis to systematically study the motivational drivers and game elements from a refined perspective.
    • Providing quantitative and qualitative analyses of students across different age groups (especially elementary school and special populations) and exploring how gamification interventions can be extended to comprehensive learning domains in school environments.
  • Implementation Steps and Key Techniques:
    • Data Collection: Conduct searches in the ACM and Scopus databases to filter literature related to gamification for children, reviewing a total of 119 papers.
    • Data Analysis: Apply the PRISMA method to screen studies and manually code the relationships between game elements and motivational drivers; combine quantitative analysis with frequency distribution.
    • Categorize Core Drivers: Perform multi-response analysis of the eight core drivers (e.g., achievement, social influence) based on the Octalysis framework.

Research Outcomes

  • Specific Findings:
    • Gamification interventions in school environments are receiving increasing attention, primarily focusing on children aged 7 to 13 and their educational contexts.
    • Achievement-driven factors (e.g., points, badges, and leaderboards) are the most widely applied in studies, while other drivers such as creativity and social influence are gradually being expanded.
    • The most common intervention types include educational games (38.7%), game-based learning (29.4%), and gamification (22.7%).
    • Most studies concentrate on elementary classroom settings, with experimental results showing positive impacts on knowledge acquisition and educational goals.
  • Advantages Over Existing Solutions:
    • Compared to traditional methods, this study reveals how gamification provides personalized learning experiences for children through different motivational drivers.
    • The use of the Octalysis framework is particularly beneficial for analyzing the deeper connections between game elements and motivation, offering practical guidance for intervention design.
  • Experimental or Evaluation Results:
    • Social factors (e.g., collaboration and competition), challenging tasks (e.g., difficulty levels, problem-solving), and technological tools (e.g., augmented reality, virtual reality) significantly enhance students' learning motivation.
    • Less frequently used drivers, such as scarcity, avoidance of loss, and uncertainty, were found to have potential application advantages and warrant further exploration.
  • Limitations and Future Directions:
    • Limitations include the exclusive use of ACM and Scopus databases, language constraints, and the lack of coverage of all relevant learning domains (e.g., arts, emotional learning).
    • More research is needed on kindergarten, high school students, and special populations.
    • It is recommended to explore under-researched drivers such as "scarcity" and "avoidance of loss" to expand the application of gamification design in school environments.

Conclusion

This study, through a scoping review, reveals the current state of gamification methods in school environments and motivational drivers. The research delves into the design-level application potential of the Octalysis framework, providing clear directions for future exploration of gamification while identifying areas for improvement. Particularly in extending to broader developmental domains (e.g., social-emotional learning and environmental protection) and diverse student populations, there remains significant research potential.

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https://hci.top/en/papers/chi/189103/2025

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DOI: https://dl.acm.org/doi/10.1145/3706598.3714247
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CHI
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2025
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Gamification Design, K-12 Digital Education Tools, STEM Education & Science Communication
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K-12 Teachers, Special Education Teachers, Early Childhood Educators
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