Researchers analysed 44 studies published between 2020 and 2025 on gamification in digital learning environments. Gamification means adding game-like features (such as points, levels, or competition) to educational apps and platforms. The review examined how these features affect self-regulated learning—a child's ability to direct their own learning, set goals, and stay motivated without constant adult prompting.
The studies covered learners from primary school through adult education, with most focusing on higher education. Outcomes varied widely depending on how gamification was implemented. The research identified what works: adaptive challenge that matches a child's level, genuine choices about how to learn, immediate feedback linked to clear goals, and active teacher involvement. Conversely, constant competition, over-emphasis on rewards, and one-size-fits-all designs tended to undermine self-directed learning.
Why it matters
- Gamification alone does not guarantee better learning; design quality and classroom context matter significantly.
- Children need meaningful choice and timely feedback to maintain intrinsic motivation and self-direction with digital tools.
- Teachers remain essential partners in making game-based features support, rather than replace, active learning.
What to do
- Evaluate learning apps not by game features alone, but by whether they offer real choice and tailored challenge.
- Prioritise platforms giving immediate, specific feedback linked to learning goals, not just points or badges.
- Maintain teacher oversight when children use gamified tools to ensure engagement serves learning, not distraction.