The Impact of Gamification-Based Platforms on Improving the Need for Cognition among Higher Education Students
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| Title: | The Impact of Gamification-Based Platforms on Improving the Need for Cognition among Higher Education Students |
|---|---|
| Language: | English |
| Authors: | Rania Yousef Saleem (ORCID |
| Source: | International Journal of Technology in Education. 2026 9(2):361-378. |
| Availability: | International Society for Technology, Education, and Science. ISTES Organization, Monument, CO 80132. e-mail: istesorganization@gmail.com; e-mail: ijteoffice@gmail.com; Web site: https://www.ijte.net/index.php/ijte/about |
| Peer Reviewed: | Y |
| Page Count: | 18 |
| Publication Date: | 2026 |
| Document Type: | Journal Articles Reports - Research |
| Education Level: | Higher Education Postsecondary Education |
| Descriptors: | Gamification, College Students, Cognitive Processes, Foreign Countries, Electronic Learning |
| Geographic Terms: | Saudi Arabia |
| Assessment and Survey Identifiers: | Need for Cognition Scale |
| ISSN: | 2689-2758 |
| Abstract: | Gamified learning platforms enhance university education methodologies through diverse motivational techniques and fostering more engaging learning patterns than conventional methods. The need for cognition is regarded as a significant cognitive variable in higher education, as it embodies the learner's inclination to investigate, contemplate, and engage thoroughly in information processing. This study aims at evaluating the effect of a gamified educational platform on enhancing the need for cognition among university students, by contrasting its efficacy with that of a comparable platform devoid of gamification elements. The research employed a quasiexperimental design including two groups of university students, comprising a total of (63) participants, who were randomly allocated. The initial experimental group, that includes 31 students, engaged with a platform augmented with gamification elements (points, badges, levels, and leaderboards), whereas the subsequent experimental group that includes 32 students, accessed the identical content via the platform without the activation of the gamification features. The Cognition Need Scale, validated for reliability, was employed to assess the influence of gamification on augmenting cognitive engagement among students. The results indicated that the group utilizing the gamified platform surpassed the others in the post-assessment, accompanied by a substantial effect size that substantiates the efficacy of gamification aspects in fostering the need for cognition and augmenting cognitive engagement. The study results demonstrate that the incorporation of gamification into university digital platforms signifies a favourable development in higher education, as it fosters the creation of engaging and more motivating learning environments. |
| Abstractor: | As Provided |
| Entry Date: | 2026 |
| Accession Number: | EJ1506335 |
| Database: | ERIC |
| FullText | Text: Availability: 0 CustomLinks: – Url: https://eric.ed.gov/contentdelivery/servlet/ERICServlet?accno=EJ1506335 Name: ERIC Full Text Category: fullText Text: Full Text from ERIC |
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| Header | DbId: eric DbLabel: ERIC An: EJ1506335 AccessLevel: 3 PubType: Academic Journal PubTypeId: academicJournal PreciseRelevancyScore: 0 |
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| Items | – Name: Title Label: Title Group: Ti Data: The Impact of Gamification-Based Platforms on Improving the Need for Cognition among Higher Education Students – Name: Language Label: Language Group: Lang Data: English – Name: Author Label: Authors Group: Au Data: <searchLink fieldCode="AR" term="%22Rania+Yousef+Saleem%22">Rania Yousef Saleem</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0002-9737-1857">0000-0002-9737-1857</externalLink>) – Name: TitleSource Label: Source Group: Src Data: <searchLink fieldCode="SO" term="%22International+Journal+of+Technology+in+Education%22"><i>International Journal of Technology in Education</i></searchLink>. 2026 9(2):361-378. – Name: Avail Label: Availability Group: Avail Data: International Society for Technology, Education, and Science. ISTES Organization, Monument, CO 80132. e-mail: istesorganization@gmail.com; e-mail: ijteoffice@gmail.com; Web site: https://www.ijte.net/index.php/ijte/about – Name: PeerReviewed Label: Peer Reviewed Group: SrcInfo Data: Y – Name: Pages Label: Page Count Group: Src Data: 18 – Name: DatePubCY Label: Publication Date Group: Date Data: 2026 – Name: TypeDocument Label: Document Type Group: TypDoc Data: Journal Articles<br />Reports - Research – Name: Audience Label: Education Level Group: Audnce Data: <searchLink fieldCode="EL" term="%22Higher+Education%22">Higher Education</searchLink><br /><searchLink fieldCode="EL" term="%22Postsecondary+Education%22">Postsecondary Education</searchLink> – Name: Subject Label: Descriptors Group: Su Data: <searchLink fieldCode="DE" term="%22Gamification%22">Gamification</searchLink><br /><searchLink fieldCode="DE" term="%22College+Students%22">College Students</searchLink><br /><searchLink fieldCode="DE" term="%22Cognitive+Processes%22">Cognitive Processes</searchLink><br /><searchLink fieldCode="DE" term="%22Foreign+Countries%22">Foreign Countries</searchLink><br /><searchLink fieldCode="DE" term="%22Electronic+Learning%22">Electronic Learning</searchLink> – Name: Subject Label: Geographic Terms Group: Su Data: <searchLink fieldCode="DE" term="%22Saudi+Arabia%22">Saudi Arabia</searchLink> – Name: SubjectThesaurus Label: Assessment and Survey Identifiers Group: Su Data: <searchLink fieldCode="SU" term="%22Need+for+Cognition+Scale%22">Need for Cognition Scale</searchLink> – Name: ISSN Label: ISSN Group: ISSN Data: 2689-2758 – Name: Abstract Label: Abstract Group: Ab Data: Gamified learning platforms enhance university education methodologies through diverse motivational techniques and fostering more engaging learning patterns than conventional methods. The need for cognition is regarded as a significant cognitive variable in higher education, as it embodies the learner's inclination to investigate, contemplate, and engage thoroughly in information processing. This study aims at evaluating the effect of a gamified educational platform on enhancing the need for cognition among university students, by contrasting its efficacy with that of a comparable platform devoid of gamification elements. The research employed a quasiexperimental design including two groups of university students, comprising a total of (63) participants, who were randomly allocated. The initial experimental group, that includes 31 students, engaged with a platform augmented with gamification elements (points, badges, levels, and leaderboards), whereas the subsequent experimental group that includes 32 students, accessed the identical content via the platform without the activation of the gamification features. The Cognition Need Scale, validated for reliability, was employed to assess the influence of gamification on augmenting cognitive engagement among students. The results indicated that the group utilizing the gamified platform surpassed the others in the post-assessment, accompanied by a substantial effect size that substantiates the efficacy of gamification aspects in fostering the need for cognition and augmenting cognitive engagement. The study results demonstrate that the incorporation of gamification into university digital platforms signifies a favourable development in higher education, as it fosters the creation of engaging and more motivating learning environments. – Name: AbstractInfo Label: Abstractor Group: Ab Data: As Provided – Name: DateEntry Label: Entry Date Group: Date Data: 2026 – Name: AN Label: Accession Number Group: ID Data: EJ1506335 |
| PLink | https://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=eric&AN=EJ1506335 |
| RecordInfo | BibRecord: BibEntity: Languages: – Text: English PhysicalDescription: Pagination: PageCount: 18 StartPage: 361 Subjects: – SubjectFull: Gamification Type: general – SubjectFull: College Students Type: general – SubjectFull: Cognitive Processes Type: general – SubjectFull: Foreign Countries Type: general – SubjectFull: Electronic Learning Type: general – SubjectFull: Saudi Arabia Type: general – SubjectFull: Need for Cognition Scale Type: general Titles: – TitleFull: The Impact of Gamification-Based Platforms on Improving the Need for Cognition among Higher Education Students Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: Rania Yousef Saleem IsPartOfRelationships: – BibEntity: Dates: – D: 01 M: 01 Type: published Y: 2026 Identifiers: – Type: issn-electronic Value: 2689-2758 Numbering: – Type: volume Value: 9 – Type: issue Value: 2 Titles: – TitleFull: International Journal of Technology in Education Type: main |
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