American Journal of Educational Research
ISSN (Print): 2327-6126 ISSN (Online): 2327-6150 Website: https://www.sciepub.com/journal/education Editor-in-chief: Ratko Pavlović
Open Access
Journal Browser
Go
American Journal of Educational Research. 2026, 14(11), 342-348
DOI: 10.12691/education-14-11-1
Open AccessArticle

Gamification as a Didactic Resource to Optimize School Achievement in Experimental Sciences

Yvonne Rodríguez-Barocio1, and Adolfo Eduardo Obaya-Valdivia2

1FES-Cuautitlán UNAM, Department of Chemical Sciences, Basic Science, México

2FES-Cuautitlán UNAM, Department of Chemical Sciences, Physical Chemistry, México

Pub. Date: November 11, 2026

Cite this paper:
Yvonne Rodríguez-Barocio and Adolfo Eduardo Obaya-Valdivia. Gamification as a Didactic Resource to Optimize School Achievement in Experimental Sciences. American Journal of Educational Research. 2026; 14(11):342-348. doi: 10.12691/education-14-11-1

Abstract

In higher education, it is necessary to incorporate innovative teaching strategies that favor the motivation, active participation and academic performance of students. In this sense, gamification has emerged as a pedagogical alternative that integrates game elements in educational contexts with the purpose of strengthening teaching-learning processes. The objective of this study was to analyze the effect of the implementation of a didactic strategy based on gamification on the academic performance of first-semester students of the Experimental Sciences Laboratory I course of the bachelor’s degree in Diagnostic Biochemistry at the Cuautitlán Faculty of Higher Studies (FES Cuautitlán UNAM). The research was developed under a quantitative approach, with a quasi-experimental design with a non-equivalent comparison group. The academic results of a group that took the subject using a traditional methodology were compared with those of another group in which the gamification strategy was implemented. Descriptive and inferential statistics were used for data analysis, including Student’s T-test for independent samples, as well as the calculation of the effect size using the Cohen statistic and the percentage learning gain. The results showed an improvement in the academic performance of the gamified group (M = 8.00) compared to the traditional group (M = 6.87), with statistically significant differences in the unilateral test (p = 0.025) and a moderate-high effect size (d = 0.77). Likewise, a percentage gain in learning of 16.5% was identified. The results of the perception survey showed a positive assessment by the students of the implemented strategy, highlighting the increase in motivation, interest in the contents and active participation in laboratory activities. The findings suggest that gamification is an effective didactic strategy to improve academic performance and strengthen learning processes in university experimental teaching contexts.

Keywords:
Gamification didactic strategy academic performance higher education experimental teaching

Creative CommonsThis work is licensed under a Creative Commons Attribution 4.0 International License. To view a copy of this license, visit http://creativecommons.org/licenses/by/4.0/

References:

[1]  Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining" gamification". In Proceedings of the 15th international academic MindTrek conference: Envisioning Future Media Environments (pp. 9-15). ACM.
 
[2]  García-López, I. M., Acosta-Gonzaga, E., & Ruiz-Ledesma, E. F. (2023). Investigating the impact of gamification on student motivation, engagement, and performance. Education Sciences, 13(8), 813.
 
[3]  Guitton, M. J., & Cristofari, C. (2013). Zombiology. Science, 342(6158), 559-559.
 
[4]  Domínguez, A., Saenz-de-Navarrete, J., de-Marcos, L., Fernández-Sanz, L., Pagés, C., & Martínez-Herráiz, J. J. (2013). Gamifying learning experiences: Practical implications and outcomes. Computers & Education, 63, 380–392.
 
[5]  Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? A literature review of empirical studies on gamification. In 2014 47th Hawaii International Conference on System Sciences (pp. 3025–3034). IEEE.
 
[6]  Landers, R. N. (2014). Developing a theory of gamified learning: Linking serious games and gamification of learning. Simulation & Gaming, 45(6), 752–768.
 
[7]  Khaldi, A., Bouzidi, R., & Nader, F. (2023). Gamification of e-learning in higher education: A systematic literature review. Smart Learning Environments, 10, 10.
 
[8]  Van Elderen, J., & Van der Stappen, E. (2019). The potential impact of gamification elements on the acceptance of technology in the context of education: A literature review. En A. Pucihar (Ed.), Proceedings of the 32nd Bled eConference: Humanizing technology for a sustainable society (pp. 178–201). University of Maribor Press.
 
[9]  Sillaots, M. (2014). Achieving flow through gamification: A study on student engagement. In Proceedings of the International Conference on e-Learning (pp. 532–537).
 
[10]  Caiza Herrera, M., Analuisa Jacome, E. G., López Viera, G. N., Changoluisa Pilaguano, J. F., Pilicita Asimbaya, M. R., & Merecí Merecí, Z. B. (2026). Gamificación en el aula de Educación General Básica: efectos del aprendizaje basado en juegos (ABJ) en la motivación académica. Revista Multidisciplinaria Prospherus, 3(1), 716–734.
 
[11]  Millar, R. (2004). The role of practical work in the teaching and learning of science. En High school science laboratories: Role and vision (pp. 61–74). National Academies Press.
 
[12]  Oliveira, D. S., Leite Junior, A. J. M., Alexandre, M. C. O., Pinheiro, F. G. C., & Holanda, A. K. M. (2025). Gamifying a general chemistry laboratory course as a strategy to improve the students’ motivation. Journal of Chemical Education, 102(10), 4508–4518.
 
[13]  Manivel, R., Ramos, M., Sánchez, R & Campos, A. (2025). Gamificación como estrategia para mejorar el rendimiento académico en el laboratorio de Química Inorgánica. Scielo, 35(4).
 
[14]  Pelizzari, F. (2023). Gamification in higher education. A systematic literature review. Italian Journal of Educational Technology, 31(3): 21-43.
 
[15]  Hofstein, A., & Lunetta, V. N. (2004). The laboratory in science education: Foundations for the twenty-first century. Science Education, 88(1), 28–54.
 
[16]  Werbach, K. & Hunter, D. (2012). For the win: How game thinking can revolutionize your business. Wharton Digital Press.
 
[17]  Almeida, C., Kalinowski, M., Uchôa, A., & Feijó, B. (2023). Negative effects of gamification in education software: Systematic mapping and practitioner perceptions. Information and Software Technology, 156, 107142.
 
[18]  Cohen, J. (1988). Statistical power analysis for the behavioral sciences (2nd ed.). Lawrence Erlbaum Associates.