Preprint
Article

This version is not peer-reviewed.

Enhancing Sustainable E-Learning Motivation Through Gamification

Submitted:

08 May 2026

Posted:

08 May 2026

You are already at the latest version

Abstract
This study analyses the application of games and gamification to increase student motivation and ensure an effective and sustainable learning process in the modern sustainable environment of digitalisation and e-learning. Recent changes have revealed that traditional teaching methods do not always sufficiently engage students, increasing the risk of decreased motivation to learn and poorer achievement. Gamification, which is based on the integration of game design elements – points, levels, badges, challenges – into learning activities, can help reduce these risks by promoting student autonomy, a sense of competence and social engagement. The study presents the application of a gamification system based on case analysis using an educational platform that allows the creation of educational games and the assessment of student engagement in real time. The results show that gamification methods significantly increase student activity and motivation to learn, while integrated game elements improve student’s motivation and learning experience. Based on the analysis, the paper presents conclusions and recommendations for the effective, high-quality, and sustainable organisation of the modern education process based on gamification.
Keywords: 
;  ;  
Copyright: This open access article is published under a Creative Commons CC BY 4.0 license, which permit the free download, distribution, and reuse, provided that the author and preprint are cited in any reuse.
Prerpints.org logo

Preprints.org is a free preprint server supported by MDPI in Basel, Switzerland.

Subscribe

Disclaimer

Terms of Use

Privacy Policy

Privacy Settings

© 2026 MDPI (Basel, Switzerland) unless otherwise stated