Bridging Play and Pedagogy: A Conceptual Framework for Gamification in Modern Education

Authors

  • Wasim Akram Khan PhD Scholar, Department of Education, Jadavpur University, Kolkata, India
  • Molla Kaijar Hosseon PhD Scholar, Department of Education, Jadavpur University, Kolkata, India
  • Md Shamim Golder B.Ed. Student, Department of Education, Jadavpur University, Kolkata, India
  • Chayan Adak Assistant Professor in Education (WBES), Govt. General Degree College at Ranibandh, West Bengal, India

DOI:

https://doi.org/10.5281/zenodo.17954446

Keywords:

Gamification, Student Motivation, Engagement, Educational Technology, Learning Outcomes

Abstract

Gamification in education involves adding game-like elements, such as points or badges, to learning environments to make them more engaging and motivating for students. This conceptual paper examines how gamification is used in classrooms, exploring its potential advantages, its limitations, and how it can be applied in practice. By reviewing existing studies, this analysis provides a thorough look at how gamification can update traditional teaching methods and improve what students learn. The paper also explores the psychological reasons why gamification works, outlines its essential design features, and includes real-world examples of its successful use across various educational settings.

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Published

2025-12-16

How to Cite

Khan, W. A., Hosseon, M. K., Golder, M. S., & Adak, C. (2025). Bridging Play and Pedagogy: A Conceptual Framework for Gamification in Modern Education. International Journal of Science and Social Science Research, 3(3), 138โ€“145. https://doi.org/10.5281/zenodo.17954446
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