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Volume:7, Issue: 3
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Journal of European Economic History
2026, Volume:7, Issue: 3 : 1135-1148 doi: 10.61336/JEEH/23-3-73
Research Article
The Gamified Classroom: Boosting Student Engagement in the Modern Classroom
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1
Professor and Head, Department of Management Studies, Rajalaksmi Engineering College, Chennai.
2
2.Professor, Department of M.B.A, SNJBs College of Engineering, Chandwad, Maharashtra
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3.Associate Professor, School of Management, Sri Krishna College of Engineering and Technology, Coimbatore, Tamil Nadu, India.
4
4.Professor, Department of BBA, Soundarya Institute of Management and Science, Bangalore, Karnataka, India.
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Assistant Professor, Department of Commerce , Arka Jain University, Jamshedpur, Jharkhand, Jamshedpur.
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6.Assistant Professor, Department of Management Studies, Rajalakshmi Engineering College, Chennai, Tamil Nadu, India.
Received
Oct. 28, 2026
Revised
Oct. 31, 2026
Accepted
Nov. 4, 2026
Published
Nov. 9, 2026
Abstract

Gamification, which involves incorporating game design features into educational contexts, is frequently advocated as a means to rekindle student interest, the studies show evidence is varied and often overlooks the intricate dynamics present in actual classroom environments. This research investigated whether a 12-week gamified instructional approach utilizing elements such as points, badges, levels, collaborative quests, and a narrative framework enhanced academic performance, multidimensional engagement, and intrinsic motivation compared to traditional teaching methods of the same curriculum. Eight classes were evaluated, including two dedicated science classes (N = 312 enrolled; 304 analyzed), which were alternately assigned to either a gamified group (k = 4, n = 150) or a control group (k = 4, n = 154). The results were assessed using covariate-adjusted models with cluster-robust inference alongside class-level permutation tests and mediation analyses. After adjusting for pre-test scores, the gamified approach yielded better post-test results than the control condition (B = 4.58 points, 95% CI; Hedges' g = .59) and showed greater intrinsic motivation (g = .50). The difference in engagement levels was less pronounced (g = .26) and while statistically significant under conventional analysis, it did not hold up under cluster-robust scrutiny (p = .373). Engagement served as a partial mediator of the effect on academic achievement (indirect effect = .56, 95% bootstrap CI [.12, 1.15]), contributing approximately 12% to the overall impact. Although the advantages tended to be greater for students with lower prior achievements, this interaction lacked statistical significance. The findings suggest a prudent focus on mechanisms: gamification can enhance motivation and learning when designed with principles of autonomy, competence, and relatedness in mind; however, claims regarding engagement should be substantiated by larger class samples than those typically found in current research literature.

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