The Gamification of Education and the Erosion of Intrinsic Motivation

The Gamification of Education and the Erosion of Intrinsic Motivation

Gamification in education has gained traction in recent years as a means to engage pupils, making learning more interactive, rewarding, and, ostensibly, enjoyable. Points, badges, leaderboards, and rewards systems have infiltrated classrooms under the premise that they encourage participation and persistence. Yet, beneath this shiny veneer of engagement lies a troubling question: is gamification stripping away the intrinsic motivation to learn for the sake of learning?

Low-stakes testing is widely recognised as an effective method to reinforce knowledge, reduce exam anxiety, and improve recall. However, as we incorporate more elements of game design into learning environments, we risk reframing education as a pursuit of extrinsic rewards rather than a process of genuine intellectual curiosity. I often warn against the overuse of novelty tools in education, the tendency to introduce flashy, short-term engagement strategies that ultimately fail to foster deep learning. Gamification amplifies this concern, shifting the focus from the intrinsic rewards of knowledge acquisition to external motivators. Instead of novelty being about fresh perspectives, deep engagement, and intellectual challenge, it becomes about unlocking the next badge, levelling up, or chasing external validation. This subtle but profound shift risks reducing students’ ability to engage with learning for its own sake, turning it into yet another consumable product rather than a transformative process.

Yet, the situation is not entirely one-sided. Gamification, when applied thoughtfully, can provide students with a sense of autonomy and self-direction in their learning. Properly designed game mechanics can enhance intrinsic motivation by fostering mastery, providing meaningful challenges, and creating feedback loops that make progress visible in ways that traditional education often fails to do. Thus, the challenge lies not in the presence of gamification itself but in its implementation, whether it encourages deeper learning or simply conditions students to chase rewards.

Pupils' Perception of Education

A significant shift has taken place in how pupils view education. Many no longer see learning as an enriching process but rather as a series of hoops to jump through in pursuit of grades. Ask a pupil why they study, and many will respond with variations of “to pass my exams,” “to get into university,” or “to get a good job.” While these are valid reasons, they suggest that learning has been reduced to a transactional process, a means to an end rather than an end in itself. This attitude is exacerbated by the gamified elements of modern education, which reinforce the idea that progress is measured in points, scores, and rankings rather than knowledge, understanding, and personal growth.

This shift has real consequences. When the pursuit of knowledge is continuously tied to extrinsic rewards, students become disengaged when those rewards disappear. The joy of reading a complex novel, solving a challenging problem, or exploring a new concept is lost when the focus is always on external validation. Learning, which should be an intrinsic human drive, risks becoming a chore, an activity performed only when incentivised. Moreover, the unintended consequence of excessive gamification is that it can create dependency, where students lose their ability to engage deeply without an external prompt or stimulus. Instead of fostering resilience and intellectual curiosity, it nurtures a need for constant gratification, which is antithetical to genuine learning.

However, it is also crucial to acknowledge that many students thrive in structured, goal-oriented environments. Some learners benefit from tangible progress markers, and for them, gamification may provide the scaffolding needed to develop intrinsic motivation over time. The question, then, is whether we are using gamification as a stepping stone towards intellectual curiosity or as a substitute for it.

Will AI Rekindle the Love of Learning – or Gamify it Further?

The rise of AI in education presents an interesting paradox. On one hand, AI-driven personalisation has the potential to reinvigorate the love of learning by tailoring content to individual interests, making education more relevant, engaging, and meaningful. Adaptive learning platforms can provide pupils with challenges that match their abilities and encourage curiosity-driven exploration. Imagine a world where students can deep dive into topics they are genuinely passionate about, guided by AI that fosters their inquisitiveness rather than simply rewarding their progress.

On the other hand, AI also has the potential to reinforce the gamification trend. Many educational AI systems rely on progress-tracking metrics, gamified elements, and engagement-driven algorithms that focus on keeping students ‘hooked’ rather than intellectually stimulated. If AI is designed primarily to sustain user engagement, will it promote a true love of learning, or simply refine and optimise the game-like structures we already see infiltrating education?

Moreover, there is the risk that AI-driven learning further reduces the agency of students. When algorithms dictate learning pathways, students may become passive consumers of knowledge rather than active participants in their own intellectual growth. If education is to move forward meaningfully, AI must be used to empower learners, not merely to optimise their engagement levels. There is also the ethical dilemma of whether AI, in its pursuit of personalised learning, might further deskill students by removing the necessity of effort and struggle, two critical components of deep learning. If everything is streamlined and ‘made engaging’ through extrinsic motivation structures, are we still cultivating thinkers, or are we merely training users to navigate an educational system designed to keep them consuming rather than creating?

Perhaps the real challenge is to shift the narrative around education itself. If we want pupils to value learning for its own sake, we must model that ourselves. We need to foster environments where curiosity is encouraged, where exploration is prioritised over achievement, and where learning is not just about the reward at the end, but about the process itself. Because, at its core, education should not be a game. It should be a journey.

Michael Bateson

CEO & Founder @ Gamesterinc Limited | Solving Construction Skills Gap

3 周

Hi Bianca, this article has certainly sparked some deep reflection, particularly the point about the ethical dilemma of AI potentially deskilling students by eliminating the necessity of effort and struggle in learning. This resonates strongly with the challenges we face in designing our platform. One of our key goals is to ensure that our games are immersive and challenging enough to require students to revisit and revise content until they truly understand it. Only then can they progress to the next level. We believe that effort and struggle are integral to deep learning, and we’re committed to striking the right balance between engagement and difficulty. I do worry about the sentiment that gamification is about being a consumer product as for me it’s about creating an environment where students are motivated to persist, problem-solve, and ultimately master the material. I still remember lots about old games I played when I was younger, which I hope our approach enables better retention of information for students to take with them through their life journey. Genuinely I’d love to continue looking into your points raised here, and ensure what we do seriously is in our thoughts as we continue to build. Thank you.

Aaron H

Not an AI expert, just an Educator using AI to create positive impact. SUNGURA. creates a space for collaboratiive activities to assist nonprofit organizations leverage the power of AI to support their mission.

4 周

Yes. 'education' is now product focused and not process oriented. I think ?? because a process cannot be monetized but a product can. Profits>pupils. Even darker is by teaching us as children it's the product that gets us our gold star, we grow to be happy consumers forever chasing products...life long learning goes by the wayside...forgotten except by a handful of folx.

Armand Ruci M.A, M.Ed

AI & EdTech Article Specialist | Crafting Compelling Content that Builds Credibility & Drives ROI | DM ‘AI EdTech’ to Connect

4 周

Bianca Farthing Thabk you for sharing this very interesting article. I believe that your article questions the widespread belief that gamification is entirely beneficial in education. It points out that while incorporating game elements—like points, badges, and leaderboards—can enhance engagement in the short term, these external rewards might unintentionally diminish students' intrinsic motivation. Essentially, when learners start expecting rewards for every task, they may lose the natural joy of learning and discovering new concepts for their own sake. The piece urges educators and designers to strike a careful balance between gamification and approaches that promote true curiosity and self-directed learning. It proposes that effective educational practices should prioritize nurturing intrinsic motivation instead of depending solely on game mechanics to encourage performance. In summary, the article acts as a warning: although gamification can be a valuable tool, it needs to be applied with care to prevent undermining the deeper, long-lasting motivations that are essential for meaningful learning.

Neil Atkin

Educator and Consultant

4 周

Really thoughtful post thank you. When we have a performance based system the actual learning can become secondary to the results.When markers become targets they may cease to be useful. In the Soviet Union nail factories given targets of production would produce millions of tiny, useless nails. AI can effortlessly improve your performance without the need for learning and this may be our biggest challenge in education

Sue Atkins

BBC, ITV & Disney Parenting Expert | Broadcaster | Award-Winning Author | Speaker | Consultant | Coach | Host of the Navigating the Digital Jungle Podcast | Empowering Parents to Thrive in the Digital Age ??????

4 周

Really thought provoking Bianca Farthing ??

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