Gamification in Mobile Learning Enhancing Engagement and Retention through Interactive Design
- 1*,2 Tribhuvan University
* Corresponding Author: Bishal Paudel
Open AccessAbstract
This study investigates the effectiveness of gamification in mobile learning environments in enhancing student engagement and knowledge retention within higher education institutions in Nepal. A mixed-methods design was adopted, combining quantitative and qualitative analyses among 120 undergraduate students from Tribhuvan University and its affiliated colleges. The experimental group used gamified mobile applications incorporating points, badges, leaderboards, and collaborative challenges, while the control group relied on standard mobile learning tools. Statistical results revealed substantial gains in engagement (from 3.2 to 4.3 on a five-point scale) and retention (from 62.4% to 78.6%) among students exposed to gamified platforms, with differences confirmed as significant (p < 0.001). Thematic analysis indicated that gamification fostered motivation, reduced learning stress, and encouraged teamwork through interactive experiences. These findings suggest that gamified mobile learning not only improves academic outcomes but also promotes social interaction and sustained participation, particularly in Nepal’s multilingual and culturally diverse classrooms. The study concludes that incorporating gamification into mobile learning can create a more active, inclusive, and enjoyable educational environment, supporting long-term learner engagement and cognitive development.
Keywords
How to Cite
References
- Alenezi, A. (2023). Teacher perspectives on AI-driven gamification: Impact on student motivation, engagement, and learning outcomes. Information Technologies and Learning Tools, 97(5), 138–148. https://doi.org/10.33407/itlt.v97i5.5437
- Amri, M., & Almaiah, M. (2020). The use of mobile gamification technology for sustainability learning in Saudi higher education. International Journal of Advanced Trends in Computer Science and Engineering, 9(5), 8236–8244.* https://doi.org/10.30534/ijatcse/2020/191952020
- Bolatbek, S., Aliakbarova, A., & Tankibayeva, M. (2025). The impact of gamification on vocabulary learning through mobile applications and online platforms. Pedagogy Studies, 78(3).* https://doi.org/10.48371/peds.2025.78.3.025
- Díaz, I., Reche, M., Torres, J., & Rodríguez, J. (2022). Gamification through mobile learning in university students. In Handbook of research on mobile learning in contemporary classrooms (pp. 142–157). IGI Global. https://doi.org/10.4018/978-1-6684-5240-0.ch009
- Dustman, W., King-Keller, S., & Marquez, R. (2021). Development of gamified, interactive, low-cost, flexible virtual microbiology labs that promote higher-order thinking during pandemic instruction. Journal of Microbiology & Biology Education, 22(1).* https://doi.org/10.1128/jmbe.v22i1.2439
- Dymora, P., Mazurek, M., & Gołda, W. (2021). Analysis of the impact of gamification on learning efficiency on the example of a mobile application. Journal of Education Technology and Computer Science, 32(2), 154–164.* https://doi.org/10.15584/jetacomps.2021.2.18
- Gaalen, A., Brouwer, J., Schönrock-Adema, J., Bouwkamp-Timmer, T., Jaarsma, D., & Georgiadis, J. (2020). Gamification of health professions education: A systematic review. Advances in Health Sciences Education, 26(2), 683–711.* https://doi.org/10.1007/s10459-020-10000-3
- Ikpat, N. (2025). Teacher perceptions of gamification’s influence on student engagement and learning in Nigerian primary schools. European Journal of Education, 60(3).* https://doi.org/10.1111/ejed.70179
- Lampropoulos, G., Keramopoulos, E., Diamantaras, K., & Evangelidis, G. (2023). Integrating augmented reality, gamification, and serious games in computer science education. Education Sciences, 13(6), 618.* https://doi.org/10.3390/educsci13060618
- Lampropoulos, G., & Sidiropoulos, A. (2024). Impact of gamification on students’ learning outcomes and academic performance: A longitudinal study comparing online, traditional, and gamified learning. Education Sciences, 14(4), 367.* https://doi.org/10.3390/educsci14040367
- Nobre, A., & Nobre, V. (2022). Gamification and mobile learning. In Encyclopedia of mobile learning and education (pp. 630–645). IGI Global. https://doi.org/10.4018/978-1-7998-7271-9.ch032
- Ouanes, K. (2024). Transforming medical and health sciences education with gamification. In Gamification in education: Breakthroughs in research and practice. IntechOpen. https://doi.org/10.5772/intechopen.1005500
- Raja, S., & Nordin, M. (2024). Exploring the readiness of teachers in the use of mobile gamification to handle the disruptive behavior of students with learning disabilities. Special Education, 2(1), e0019.* https://doi.org/10.59055/se.v2i1.19
- Safitri, N., & Tari, N. (2022). Gamification and role play: Two combined teaching strategies for developing students’ speaking skills. Jurnal Manajemen Pelayanan Hotel, 6(2), 617.* https://doi.org/10.37484/jmph.060228
- Sandy, T., Ulfa, S., & Wedi, A. (2021). Use of gamification in Indonesian for non-native speakers (BIPA). Journal of Physics: Conference Series, 1908(1), 012007.* https://doi.org/10.1088/1742-6596/1908/1/012007
- Sani, J., & Ratri, D. (2024). Analysis of the effectiveness of gamification elements in mobile-based English learning applications for elementary school students. International Journal of Language Education and Culture Review, 10(2), 213–226.* https://doi.org/10.21009/ijlecr.v10i2.49483
- Sujarwo, F., & Rejekiningsih, T. (2023). Interactive mobile learning-based gamification to improve the collaboration skills of 11th-grade students in high school. Journal of Education Technology, 7(3), 400–410.* https://doi.org/10.23887/jet.v7i3.63210
- Sulaksono, A., Yusnaidar, Y., Hasibuan, M., Afrida, A., & Asmiyunda, A. (2024). Diseminasi pembelajaran kreatif menggunakan media mobile gamification learning system (MGLS). Jurnal Pengabdian Masyarakat Pinang Masak, 5(2), 102–109.* https://doi.org/10.22437/jpm.v5i2.36797
- Torresan, S., & Hinterhuber, A. (2023). Continuous learning at work: The power of gamification. Management Decision, 61(13), 386–412.* https://doi.org/10.1108/md-12-2020-1669
- Xu, M., Luo, Y., Zhang, Y., Xia, R., Qian, H., & Zou, X. (2023). Game-based learning in medical education. Frontiers in Public Health, 11. https://doi.org/10.3389/fpubh.2023.1113682
- Yang, L., Karanyathikul, A., & Kotchasit, S. (2024). Effect of gamification combined with mobile learning on Chinese language speaking skills of second-year foreign students at Guangdong University of Foreign Studies. International Journal of Sociologies and Anthropologies Science Reviews, 4(6), 563–578.* https://doi.org/10.60027/ijsasr.2024.5054
- Zhang, S., & Hasim, Z. (2023). Gamification in EFL/ESL instruction: A systematic review of empirical research. Frontiers in Psychology, 13. https://doi.org/10.3389/fpsyg.2022.1030790
Author Biographies
-
Bishal Paudel, Tribhuvan University
Tribhuvan University, Kathmandu, Kirtipur, Nepal.
-
Sushma Shrestha, Tribhuvan University
Tribhuvan University, Kathmandu, Kirtipur, Nepal.
License
Copyright (c) 2025 Bishal Paudel, Sushma Shrestha

This work is licensed under a Creative Commons Attribution 4.0 International License.
This is an open-access journal. All articles are distributed under the terms of the Creative Commons Attribution 4.0 International License (CC BY 4.0), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.
Under this license, you are free to:
- Share: Copy and redistribute the material in any medium or format.
- Adapt: Remix, transform, and build upon the material for any purpose, even commercially.
Attribution Requirements:
You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use.
Copyright and Retention:
Authors retain copyright without restrictions and grant this journal the right of first publication under an open-access model. The journal retains non-exclusive publishing rights for archiving, indexing, and scholarly dissemination.
Usage Statistics
Similar Articles
- Comprehensive Analysis of the Role of Mobile Application Gamification in Science Education for Motivation and Knowledge Retention Muhammad Gibran Alif Prasetya , Ahmad Alfian Risydan Yasin · Vol. 4 No. 1 (2026): February
- The Use of Interactive Mobile Technology to Improve Learning Outcomes: A Systematic Review Mudasir Mudasir · Vol. 2 No. 2 (2024): September
- Leveraging Interactive Mobile Technologies for Enhanced Learning Outcomes A Systematic Review Ravi Kumar , Priya Sharma · Vol. 3 No. 1 (2025): February
- The Role of Augmented Reality in Interactive Mobile Learning Current Trends and Future Directions Ayesha Rahman , Md Rezwanul Haque · Vol. 3 No. 1 (2025): February
- Comparative Study on the Effectiveness of Interactive Virtual Reality Simulations Integrating Acehnese Local Wisdom for Mobile-Based Problem-Based Learning Fauzan Putraga Al-Bahri , Ismail · Vol. 1 No. 2 (2023): September