Integrating Serious Games and Gamification for Diverse Learner Groups
Lessons from the “GeoGecko” Project
Bibliographic Data
| ID | 22045906 |
|---|---|
| Authors | Mónika Rajcsányi-Molnár (0009-0001-1108-7936, University of Dunaújváros, corresponding author), István András (0009-0006-4465-3259, University of Dunaújváros), Sandor Czifra (University of Dunaújváros) |
| Year | 2025 |
| Volume | 15 |
| Issue | 4 |
| Pages | 440 |
| Publication date | 2025-03-31 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Education Sciences (JOURNAL) |
| Journal identifiers | ISSN: 2227-7102 • E-ISSN: 2227-7102 |
| Publisher | MDPI AG (PUBLISHER • IT) |
| DOI | 10.3390/educsci15040440 |
| OpenAlex | W4409070024 |
| Language | EN |
| Citations received | 1 |
| References cited | 18 |
The “GeoGecko” project stands as an innovative effort in both technical and educational advancements, focusing on creating educational materials grounded in experiential learning principles with a strong gamification framework. This report provides a detailed account of the project’s development, leveraging e-learning components to create an engaging and immersive online program specifically designed to meet the expectations and needs of today’s high school and university students. Through a structured methodology, the study implemented gamified learning elements to assess their effectiveness. In addition to describing the development of the project, it also examines the teaching methods applied and the outcomes observed. Drawing on feedback from learners, the report highlights the program’s practical impact, effectiveness, and the lessons learned during its implementation. Results indicate that the platform successfully enhances student motivation, with higher engagement levels observed among younger participants compared to older learners. By sharing these insights, the “GeoGecko” project aims to contribute to the growing body of knowledge on integrating serious games and gamification into education
Knowledge management · Mathematics education · Multimedia · Computer Science · Educational Games and Gamification · Innovative Teaching and Learning Methods · Psychology · Teaching and Learning Programming
How gamification motivates
Problem-Based Learning
Developing a Theory of Gamified Learning
Gamification and student motivation
The effect of gamification on motivation and engagement
Gamification in theory and action
Use of Interactive Technologies to Increase Motivation in University Online Courses
Impact of Gamification on Motivation and Academic Performance
The role of gamified e-quizzes on student learning and engagement
| Unique citing works | 1 |
|---|---|
| Citations per year | 1 |
| Citation span | 2026 - 2026 (1) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 1 |