August 2, 2026 · Education · 6 min read
Gamification can make learning more engaging, but it does not create a universal “90% retention rate,” nor does the evidence show that organisations become seven times more profitable simply because training includes points, badges or leaderboards.
The research is more useful than those headline claims. Well-designed gamification can improve motivation, participation and some learning outcomes, but results depend heavily on the learners, subject, design and duration of the intervention.
Gamification means adding game-like design elements to an activity that is not itself a game. In learning, that can include:
The purpose should be to support the learning behaviour you want, not simply make the interface look more entertaining.
A 2023 meta-analysis covering 41 studies, 49 independent samples and more than 5,000 participants found a significant positive overall effect of gamification on learning outcomes. The effect varied according to factors such as user type, discipline, design, duration and learning environment.
That variation matters. Gamification is not one intervention, and a result from one educational setting should not be turned into a universal workplace-retention percentage.
Source: Meta-analysis of gamification in educational settings.
A systematic review and meta-analysis of computerized cognitive training found that gamified tasks were more motivating and engaging than non-gamified tasks, but the meta-analysis did not find an overall effect on the underlying training domain.
That distinction is important for L&D teams. More activity, enjoyment or completion does not automatically mean more durable learning.
Source: Vermeir et al., systematic review and meta-analysis of gamified cognitive training.
A separate meta-analysis of controlled educational studies found a moderate positive overall effect of gamified interventions on behavioural change, but also found that duration and learner group affected results.
Short interventions produced stronger effects in that analysis than much longer interventions, reminding designers that game mechanics can lose impact when they become routine or burdensome.
Source: Meta-analysis of gamification and behavioural change in education.
Claims such as “people retain 20% of lectures, 30% with visuals and 90% by doing” are often presented as established learning science. They are not a reliable basis for training design.
Retention depends on what is being learned, prior knowledge, practice, retrieval, feedback, spacing and the delay before testing. A gamified activity can still produce shallow learning if it rewards speed, guessing or point collection rather than the target skill.
Gamification tends to be most useful when the game element reinforces the behaviour the learner needs to perform.
Examples include:
It can backfire when:
Do not stop at participation rates. Measure:
Before adding game mechanics, define the behaviour the learner needs to practise. If the target behaviour is unclear, badges and points will only make an unclear activity more elaborate.
| Design question | What to decide |
|---|---|
| Target capability | What should the learner know or be able to do differently? |
| Practice behaviour | What action should the game mechanic encourage: retrieval, decision-making, repetition, diagnosis or collaboration? |
| Feedback | How will the learner know why an answer or action was effective? |
| Failure risk | Could speed, competition or rewards encourage guessing, shortcuts or superficial completion? |
| Transfer | Where will the same capability be used in real work after the activity? |
| Evidence | What measure would show learning rather than entertainment? |
Suppose a compliance team wants employees to recognise risky scenarios. A weak gamified design awards points for clicking through policy slides quickly. A stronger design gives learners short realistic situations, asks them to choose an action, explains the consequence and increases difficulty as performance improves.
The game element is useful only because it supports repeated decision practice and feedback. If the same learning objective can be achieved more simply without points or competition, the simpler design may be better.
A practical evaluation sequence can separate four different questions:
If possible, compare the gamified version with a reasonable non-gamified alternative. That helps determine whether the game mechanics added value or whether the underlying practice activity was doing most of the work.
For related evidence on memory and reinforcement, see what the forgetting curve really shows in workplace learning.
Different game mechanics encourage different actions. Progress indicators can support persistence. Scenario choices can create decision practice. Immediate feedback can correct misconceptions. Team challenges can support discussion. Leaderboards create comparison and competition, which may help in some contexts and distract or discourage in others.
The design question is therefore not “How can we gamify this course?” It is “What behaviour needs more practice, and which mechanic would make that practice more frequent, informative or motivating?” If the mechanic does not strengthen the learning behaviour, it is decoration.
Engagement can rise when a new format is introduced simply because it is different. When piloting gamification, review whether participation remains useful after the novelty fades. Compare delayed performance, not only immediate completion or learner enjoyment.
A pilot should also collect qualitative feedback on frustration, fairness and cognitive load. A mechanic that motivates high performers but discourages beginners may worsen the learning environment even if overall completion rises.
Gamification should not become permanent because a platform has already been purchased. Define what evidence would justify expanding, simplifying or removing the mechanic. If a simpler practice format produces the same learning outcome with less complexity, use the simpler format.
Gamification can be valuable when it creates better practice, feedback and motivation. It should not be treated as proof of retention on its own.
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