Vol. 3 - 2026
The study examines the Gamification in Science Education: A Systematic Review of Its Effectiveness in Improving Science Students’ Motivation and Academic Achievements. Descriptive design of survey type was used. The population of the study comprises all 10,522 Senior Secondary School two students in all the 203 public secondary schools in Ekiti State. The sample for the study consisted of 140 students, in their second year offering Biology, Chemistry, Physics and Mathematics, in Ado Local Government Area of Ekiti State. The sample was selected using simple random and purposive sampling techniques. Data were gathered using a validated and reliable structured questionnaire based on a four-point Likert scale, with a reliability coefficient of 0.81 confirmed through Split half method. Analysis was conducted using frequency counts, percentages, means, and standard deviations. The findings revealed that Gamification positively improves students’ motivation and academic performance in science education in Ado Ekiti. Elements such as leaderboards and immediate feedback are particularly effective in enhancing engagement. However, challenges like limited access to digital devices, poor internet connectivity, and insufficient teacher training hindered its effective usage. Addressing these issues through adequate resources and proper planning is essential for successful implementation. Therefore, based on these results, the study recommended, among others that government and school management should ensure the availability of digital devices such as computers, tablets, and projectors to support gamified learning.
Gamification, Science Education, Motivation, Academic Outcomes, Students’ Engagement
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