GAMIFICATION AND MOTIVATION: TRANSFORMING LEARNING IN THE DIGITAL UNIVERSITY

Authors

DOI:

https://doi.org/10.30890/2709-1783.2025-41-00-022

Keywords:

gamification, motivation, digital learning, higher education, engagement, pedagogy, learning transformation.

Abstract

The article examines the influence of gamification on student motivation and engagement within the context of digital higher education. The theoretical basis is the Self-Determination Theory (SDT), which explains how gamified elements address students’ ne

References

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Dichev, C., & Dicheva, D. (2017). Gamifying Education: What is Known, What is Believed and What Remains Uncertain. International Journal of Educational Technology in Higher Education, 14(9). URL: https://doi.org/10.1186/s41239-017-0042-5

Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does Gamification Work? – A Literature Review of Empirical Studies on Gamification. Proceedings of the 47th Hawaii International Conference on System Sciences. URL: DOI: https://doi.org/10.1109/HICSS.2014.377

Buckley, P., & Doyle, E. (2016). Gamification and Student Motivation. Interactive Learning Environments, 24(6), 1162-1175. URL: https://doi.org/10.1080/10494820.2014.964263

Makhovych, T. (2024). Gamification in Higher Education: Challenges and Opportunities. Kyiv National University of Technologies and Design, Ukraine, 26-50. URL: https://er.knutd.edu.ua/bitstream/123456789/27052/1/Makhovych_2024_GAMIFICATION.pdf

Published

2025-10-30

How to Cite

Mudryi, Y., & Mudra, O. (2025). GAMIFICATION AND MOTIVATION: TRANSFORMING LEARNING IN THE DIGITAL UNIVERSITY. SWorld-Ger Conference Proceedings, 1(gec41-00), 187–191. https://doi.org/10.30890/2709-1783.2025-41-00-022