The Impact of Gamification on the Motivation of Online Students
Marina Grubor1[0009-0000-0130-5197], Miloš Stojanović2[0009-0009-3774-6483], Pavle Mitić3[0009 0003-3616-8999], Anja Veličković4[0009-0008-8192-469X]
1,2,3,4 Belgrade Metropolitan University, Serbia
marina.grubor@metropolitan.ac.rs,
milos.stojanovic@metropolitan.ac.rs,
pavle.mitic@metropolitan.ac.rs,
anja.velickovic@metropolitan.ac.rs
DOI: 10.46793/eLearning2025.253G
Abstract. It’s getting harder and harder for schools of the digital age to keep students interested, motivated and engaged, particularly in an online learning environment. The use of game elements not in the context of games, or gamification, provides innovative ways to increase emotional engagement and interactivity in the classroom. The research provides discussions noting the impact of gamification on motivation of e-learners in real situations and its studies applied at Metropolitan University. It also discusses the neuromarketing principles for enhancing instructional design through cognitive and affective triggers. In particular, the potential barriers for real-world use are discussed: moral questionings, decreased intrinsically motivation to act and dependence on technology. The findings of the study suggest that learners can benefit from gamification as it could potentially contribute to raising the quality of education and to the development of crucial competences in 21st century skills, provided that it is properly designed and supported pedagogically.
Keywords: Gamification, Neuromarketing, Motivation.
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Izvor: Proceedings of the 16th International Conference on e-Learning (ELEARNING2025)
