Authors :
Jaivy C. Cabactulan; Mejie C. Arizobal; Charisma Joy R. Rada
Volume/Issue :
Volume 11 - 2026, Issue 1 - January
Google Scholar :
https://tinyurl.com/yd7amyk8
Scribd :
https://tinyurl.com/4nhzmp6f
DOI :
https://doi.org/10.38124/ijisrt/26jan485
Note : A published paper may take 4-5 working days from the publication date to appear in PlumX Metrics, Semantic Scholar, and ResearchGate.
Abstract :
This literature review synthesizes findings on the causal relationship between gamified mobile learning, student
motivation, and academic achievement, with a specific focus on the moderating effects of socio-demographic variables.
Drawing from metaanalyses, systematic reviews, and experimental studies, the paper establishes that gamification has a
significant positive effect on both student motivation and academic performance. This positive impact, however, is not
uniform. The review argues that the effectiveness of gamification is causally influenced by a student's age, gender, and grade
level. Younger students are more responsive to extrinsic motivators, while older learners are driven by intrinsic factors like
autonomy and mastery. Gender may influence preferences for competitive versus collaborative game mechanics, and grade
level moderates the impact based on developmental and curricular context. Ultimately, the literature suggests that the full
potential of gamification is realized not through a onesizefits-all approach, but through a thoughtful design that is tailored
to the specific demographic profile of the learner.
Keywords :
Gamification, Student Motivation, Academic Achievement, Mobile Learning, Socio-Demographics.
References :
- Abenes, A. F., Casin, J. J. S., Balahay, E. B., & Abenes, R. B. (2023). The effect of gamified mobile application on academic achievement of grade 8 students in science. Journal of Information Technology Education: Research, 22, 259–283.
- Cruz, J. M., & Dela Cruz, M. S. (2025). Gamification in Araling Panlipunan: Enhancing engagement and motivation in senior high school. Journal of Mathematics Instruction, Social Research and Opinion, 5(1), 22–35.
- Erbas, C., & Demirer, V. (2019). The effects of augmented reality on students' academic achievement and motivation in a biology course. Journal of Computer Assisted Learning, 35(2), 241–252.
- Erbas, C., & Demirer, V. (2023). The effect of a mobile augmented reality application on students' motivation, self-efficacy, and academic achievement in high-school biology. Journal of Science Education and Technology, 32(4), 720–733.
- Jeno, L. M., Grytnes, J., & Vandvik, V. (2017). The effect of a mobile biology field study app on students' intrinsic motivation and perceived competence Computers & Education, 115, 124–135.
- Mendoza, T. R. (2024). The impact of educational gamification on student learning outcomes. Journal of Applied Educational Technology, 12(3), 45–62.
- Omurtak, E., & Zeybek, G. (2022). The effect of augmented reality applications in biology lesson on academic achievement and motivation. Journal of Education in Science, Environment and Health, 14(2), 162–175.
- Reyes, M. C., & Santos, L. J. (2024). Unveiling the effects of gamification on math learning. Philippine Journal of Mathematics Education, 8(2), 112–128.
- Tiria, M., & Caballes, J. (2019). Gamification in the classroom: A case study on student performance in a biology course. International Journal of Education and Research, 7(12), 11–20.
- Villacarlos, P. A., Lim, C. G., & Reyes, F. B. (2024). The impact of gamification learning on student motivation in elementary school learning. Journal of Educational Technology and Research, 15(4), 210–225.
- Zeng, F. Y., Luo, G., Su, X. T., & Peng, Z. S. (2024). Exploring the impact of gamification on students' academic performance: A comprehensive metaanalysis of studies from the year 2008 to 2023. British Journal of Educational Technology, 55(3), 452-470.
This literature review synthesizes findings on the causal relationship between gamified mobile learning, student
motivation, and academic achievement, with a specific focus on the moderating effects of socio-demographic variables.
Drawing from metaanalyses, systematic reviews, and experimental studies, the paper establishes that gamification has a
significant positive effect on both student motivation and academic performance. This positive impact, however, is not
uniform. The review argues that the effectiveness of gamification is causally influenced by a student's age, gender, and grade
level. Younger students are more responsive to extrinsic motivators, while older learners are driven by intrinsic factors like
autonomy and mastery. Gender may influence preferences for competitive versus collaborative game mechanics, and grade
level moderates the impact based on developmental and curricular context. Ultimately, the literature suggests that the full
potential of gamification is realized not through a onesizefits-all approach, but through a thoughtful design that is tailored
to the specific demographic profile of the learner.
Keywords :
Gamification, Student Motivation, Academic Achievement, Mobile Learning, Socio-Demographics.