The Therapeutic Effects of Gamification in Education: Reducing Anxiety, Improving Motivation, and Enhancing Self-Efficacy
Keywords:
Gamification, education, anxiety reduction, motivation, self-efficacy, engagement, digital learningAbstract
This article explores how gamification can serve therapeutic purposes in education, focusing on its ability to reduce anxiety, boost motivation, and improve self-efficacy among students. By integrating game elements such as rewards, challenges, and levels, gamified learning environments create a supportive experience that promotes emotional well-being. Through a review of current research, this article presents insights into the mental health benefits of gamification in educational settings.
Downloads
References
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining "gamification". Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments.
Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? A literature review of empirical studies on gamification. Proceedings of the 47th Hawaii International Conference on System Sciences.
Landers, R. N., & Armstrong, M. B. (2017). Enhancing instructional outcomes with gamification: An empirical test of the Technology-Enhanced Training Effectiveness Model. Computers in Human Behavior, 71, 499-507.
Seaborn, K., & Fels, D. I. (2015). Gamification in theory and action: A survey. International Journal of Human-Computer Studies, 74, 14-31.
Downloads
Published
How to Cite
Issue
Section
License

This work is licensed under a Creative Commons Attribution 4.0 International License.
All content published in the Journal of Applied Science and Social Science (JASSS) is protected by copyright. Authors retain the copyright to their work, and grant JASSS the right to publish the work under a Creative Commons Attribution License (CC BY). This license allows others to distribute, remix, adapt, and build upon the work, even commercially, as long as they credit the author(s) for the original creation.