Gamification vs. Game-based Learning: Differential Effects on Student Motivation in STEM Classrooms

Research Square 2026

16 Pages Posted: 22 Apr 2026

See all articles by Sayed Mahbub Hasan Amiri

Sayed Mahbub Hasan Amiri

Dhaka Residential Model College

Prasun Goswami

Dhaka Residential Model College

Md Mainul Islam

Dhaka Residential Model College

S.M. Abtahi Noor

Education and Development Lab, Dhaka, Bangladesh

Faija Anjum

L.M. Mahir Labib

Education and Development Lab, Dhaka, Bangladesh

Date Written: March 30, 2026

Abstract

Thus, student motivation in science, technology, engineering, and mathematics (STEM) is a chronic problem, encouraging educators to include game elements in the allocated instruction. But two separate methodologies, gamification (adding elements from games, like points and badges, to non-game contexts) and game-based learning (employing full-bore games as the primary learning vehicle), are often confused with one another in both practice and research. This study aims to differentiate the effects of these factors on student motivation in secondary STEM classrooms. We will use a quasi-experimental design within six middle school science classes (N = 144). Three classes will receive a gamified adaptation of the standard curriculum, while three other classes will interact with a purpose-built educational game covering the same learning objectives. A control group will be taught traditionally. Intrinsic Motivation Inventory (IMI) will be administered pre-and post-intervention; additional qualitative data will be collected via semi-structured interviews. While both interventions are expected to lead to better motivation than conventional instruction, it is hypothesised that game-based learning will have a greater positive impact on intrinsic motivation and situational interest owing to its immersive narrative and authentic problem-solving contexts. On the other hand, gamification is believed to hold a more prominent role when it comes to extrinsic motivation and achieving task completion in the short run. Results will provide empirical guidance/useful case evidence for educators and instructional designers determining when to implement which game-informed strategies in order to facilitate sustained engagement in STEM.

Keywords: Game-based Learning, Gamification, Instructional Design, STEM Education, Student Motivation

Suggested Citation

Amiri, Sayed Mahbub Hasan and Goswami, Prasun and Islam, Md Mainul and Noor, S.M. Abtahi and Anjum, Faija and Labib, L.M. Mahir, Gamification vs. Game-based Learning: Differential Effects on Student Motivation in STEM Classrooms (March 30, 2026). Research Square 2026, Available at SSRN: https://ssrn.com/abstract=6523138

Sayed Mahbub Hasan Amiri (Contact Author)

Dhaka Residential Model College ( email )

Mirpur Road, Mohammadpur
Dhaka, Dhaka Division 1207
Bangladesh

HOME PAGE: http://www.drmc.edu.bd

Prasun Goswami

Dhaka Residential Model College ( email )

Md Mainul Islam

Dhaka Residential Model College ( email )

S.M. Abtahi Noor

Education and Development Lab, Dhaka, Bangladesh ( email )

L.M. Mahir Labib

Education and Development Lab, Dhaka, Bangladesh ( email )

No contact information is available for Faija Anjum

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