Kutlwano Sedimo, Botho University, Botswana
Jane Iloanya, Botho University, Botswana
Thulaganyo Dimakatso, Botho University, Botswana
Clifford Lekopanye, Botho University, Botswana
IST-Africa 2026 Conference Proceedings
ISSN: 2576-8581
ISBN: 978-1-905824-76-2
DOI: https://doi.org/10.67725/IST-Africa.2026.MCRS4920
IST-Africa Institute and IIMC International Information Management Corporation Ltd
Published in Ireland
This study explored the impact of gamified learning environments on student motivation, participation, and performance at Botho University, Gaborone campus. The research addressed the limited literature on the effectiveness of gamification in higher education within the African context. A mixed-method approach was employed, combining quantitative data from surveys and performance assessments with qualitative insights from interviews and classroom observations. Participants included undergraduate students and lecturers from the Faculty of Engineering and Technology, selected through stratified random and purposive sampling. The findings revealed that gamification enhanced student engagement and academic achievement, though its effectiveness varied across different elements. The study concludes that gamified learning can foster active participation and improved learning outcomes when effectively integrated, providing valuable guidance for educators and policymakers seeking to adopt innovative teaching strategies in higher education.
Gamification, Pedagogy, Education, Learning, Intrinsic Motivation, Extrinsic Motivation
K. Sedimo, J. Iloanya, T. Dimakatso and C. Lekopanye (2026) "Gamification in Education: Exploring the Impact of Gamified Learning on Student's Engagement and Achievement", IST-Africa 2026 Conference Proceedings, Miriam Cunningham and Paul Cunningham (Eds), IST-Africa Institute and IIMC, 2026, ISSN: 2576-8581, ISBN: 978-1-905824-76-2, https://doi.org/10.67725/IST-Africa.2026.MCRS4920
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