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Applying Gamification in E-Learning as an Approach to Enhancing Motivation

il: K. Marinova
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il: K. Marinova: D. A. Tsenov Academy of Economics, Svishtov, Bulgaria

Innovative Information Technologies for Economy Digitalization (IITED), 2025, issue 1, 236-242

Abstract: Gamification is the use of game mechanisms and elements in a non-gaming context to increase motivation and engagement. Education is a particularly relevant field of application, with significant opportunities opening in the application of the e-learning approach. Upgrading traditional e-learning platforms with technologies offering game elements – such as interactive platforms, quizzes, immersive technologies, and artificial intelligence systems – makes learning more personalized and effective. The application of the gamification approach also carries risks, especially in terms of superficial gamification ("pointsification"), excessive competition that shifts the focus away from learning, as well as accessibility and ethics issues. For this reason, its successful implementation is the result of a combination of well defined pedagogical goals and appropriate technologies to stimulate the motivation and engagement of learners.

Date: 2025
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