Gamification in Remote Learning: Enhancing Student Engagement in Virtual Classrooms

Authors

  • Dr. Emily R. Dawson Department of Educational Technology, University of Queensland, Brisbane, Australia Author
  • Prof. Lucas M. Greene University of Auckland, Auckland, New Zealand Author
  • Hana Al-Mutairi Riyadh, Saudi Arabia Author
  • Roberto Iglesias Barcelona, Spain Author

DOI:

https://doi.org/10.58840/31j4t739

Abstract

The COVID-19 pandemic has accelerated the shift to remote learning, exposing limitations in traditional instructional methods and highlighting the need for innovative engagement strategies. This study investigates the effectiveness of gamification—defined as the integration of game design elements such as points, badges, leaderboards, and challenges—in enhancing student engagement, motivation, and academic performance in virtual classrooms. Using a mixed-methods, quasi-experimental design, the study compares a control group receiving traditional remote instruction with an experimental group engaged through gamified platforms. Results demonstrate that gamification significantly improves student participation, time-on-task, satisfaction, and learning outcomes. Additionally, qualitative data reveal that gamified learning environments foster a stronger sense of community and promote intrinsic motivation. However, challenges such as equity, over-reliance on competitive elements, and the need for thoughtful instructional design are also identified. The findings underscore the importance of balanced, inclusive, and well-aligned gamified strategies in creating effective and student-centered remote learning experiences.

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Published

2026-05-16

How to Cite

Dr. Emily R. Dawson, Prof. Lucas M. Greene, Hana Al-Mutairi, & Roberto Iglesias. (2026). Gamification in Remote Learning: Enhancing Student Engagement in Virtual Classrooms. OTS Canadian Journal, 5(5), 1-15. https://doi.org/10.58840/31j4t739