The Use of Gamification in Learning through Educational Platforms

Authors

  • Teodora Daniela Chicioreanu National University of Science and Technology Politehnica Bucharest Author
  • Gabriela Carmen Oproiu National University of Science and Technology Politehnica Bucharest Author

DOI:

https://doi.org/10.63331/upasw/33/05

Keywords:

gamification, education, motivation, engagement, self-determination theory, interactive learning, educational technology

Abstract

Gamification is one of the most innovative directions in contemporary education, combining the principles of games with teaching and learning processes. By integrating playful elements—points, badges, levels, missions, and rewards—into educational activities, gamification stimulates student motivation, engagement, and performance. The purpose of this paper is to highlight the role of gamification in the educational process, based on the main motivational and pedagogical theories.

The analysis includes international examples—Kahoot!, Duolingo, Minecraft Education Edition, Classcraft—and Romanian initiatives such as Adservio and "Școala din Valiză" (School in a Suitcase), demonstrating the positive impact of gamification on academic performance and student motivation. The paper also highlights the challenges of integrating gamification into the Romanian education system and offers recommendations for a gradual and sustainable implementation. Through a balanced approach, gamification can become a strategic tool in modernizing education and creating an attractive, interactive learning environment tailored to the needs of 21st-century students.

Author Biographies

  • Teodora Daniela Chicioreanu, National University of Science and Technology Politehnica Bucharest

    Professor PhD, National University of Science and Technology Politehnica Bucharest

  • Gabriela Carmen Oproiu, National University of Science and Technology Politehnica Bucharest

    Professor PhD, National University of Science and Technology Politehnica Bucharest

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Published

12-12-2025

How to Cite

Chicioreanu, T. D. ., & Oproiu, G. C. . (2025). The Use of Gamification in Learning through Educational Platforms. Anuarul Universitatii Petre Andrei Din Iasi - Fascicula: Asistenta Sociala, Sociologie, Psihologie, 33, 53-64. https://doi.org/10.63331/upasw/33/05