Research Article

The Impact of Gamification on Achievement, Flow Experience, and Emotional State

Volume: 19 Number: 4 October 29, 2026
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The Impact of Gamification on Achievement, Flow Experience, and Emotional State

Abstract

The research aimed to examine the effects of gamification environments on university students' achievement, flow experiences, and emotional states. This study utilized a mixed-methods design, incorporating a quasi-experimental approach for the quantitative phase and a phenomenological approach for the qualitative phase. The study group consisted of 80 students (Quizizz, n = 32; Quizlet, n = 48) enrolled in the Educational Psychology course at a state university. Data were collected through the Achievement Test, Flow Experience Scale, and Positive and Negative Affect Scale. Both groups showed significant pre-test to post-test gains in achievement, with no significant difference between the two groups. Flow experience was positively correlated with positive emotion in both groups, but with achievement only in the Quizlet group. In the Quizizz group, achievement was moderately and negatively correlated with negative emotion, whereas no such relationship was found in the Quizlet group. No significant relationship was found between achievement and positive emotion in either group. Qualitative findings revealed that students actively engaged in both environments, reported higher motivation, and found learning more enjoyable. However, they experienced the platforms differently. Quizizz users emphasized excitement through competition and scoring, whereas Quizlet users highlighted confidence gained from repetition and individual progress. Overall, these results indicate that gamification tools led to similar achievement gains, but through different flow and emotional processes.

Keywords

Ethical Statement

We conducted this study in accordance with established research ethics standards. We obtained ethical approval from the Ethics Committee of Dokuz Eylül University (Approval No: E-10042736-659-414325). Before data collection, we informed all participants about the purpose, scope, and confidentiality principles of the study. Participation was entirely voluntary, and we obtained written informed consent from all participants. In conducting this research, we adhered to the ethical principles outlined in the Declaration of Helsinki.

Thanks

We would like to express our sincere gratitude to the journal’s reviewers for their constructive feedback and careful evaluation of the manuscript, and to the general and field editors for their dedicated support throughout the review process.

References

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Details

Primary Language

English

Subjects

Instructional Design, Instructional Technologies, Educational Technology and Computing

Journal Section

Research Article

Publication Date

October 29, 2026

Submission Date

January 12, 2026

Acceptance Date

August 31, 2026

Published in Issue

Year 2026 Volume: 19 Number: 4

APA
Uygur, S. S., & Kahyaoğlu Erdoğmuş, Y. (2026). The Impact of Gamification on Achievement, Flow Experience, and Emotional State. Journal of Theoretical Educational Sciences, 19(4), 879-905. https://doi.org/10.30831/akukeg.1861499
AMA
1.Uygur SS, Kahyaoğlu Erdoğmuş Y. The Impact of Gamification on Achievement, Flow Experience, and Emotional State. Journal of Theoretical Educational Sciences. 2026;19(4):879-905. doi:10.30831/akukeg.1861499
Chicago
Uygur, Sebahat Sevgi, and Yasemin Kahyaoğlu Erdoğmuş. 2026. “The Impact of Gamification on Achievement, Flow Experience, and Emotional State”. Journal of Theoretical Educational Sciences 19 (4): 879-905. https://doi.org/10.30831/akukeg.1861499.
EndNote
Uygur SS, Kahyaoğlu Erdoğmuş Y (October 1, 2026) The Impact of Gamification on Achievement, Flow Experience, and Emotional State. Journal of Theoretical Educational Sciences 19 4 879–905.
IEEE
[1]S. S. Uygur and Y. Kahyaoğlu Erdoğmuş, “The Impact of Gamification on Achievement, Flow Experience, and Emotional State”, Journal of Theoretical Educational Sciences, vol. 19, no. 4, pp. 879–905, Oct. 2026, doi: 10.30831/akukeg.1861499.
ISNAD
Uygur, Sebahat Sevgi - Kahyaoğlu Erdoğmuş, Yasemin. “The Impact of Gamification on Achievement, Flow Experience, and Emotional State”. Journal of Theoretical Educational Sciences 19/4 (October 1, 2026): 879-905. https://doi.org/10.30831/akukeg.1861499.
JAMA
1.Uygur SS, Kahyaoğlu Erdoğmuş Y. The Impact of Gamification on Achievement, Flow Experience, and Emotional State. Journal of Theoretical Educational Sciences. 2026;19:879–905.
MLA
Uygur, Sebahat Sevgi, and Yasemin Kahyaoğlu Erdoğmuş. “The Impact of Gamification on Achievement, Flow Experience, and Emotional State”. Journal of Theoretical Educational Sciences, vol. 19, no. 4, Oct. 2026, pp. 879-05, doi:10.30831/akukeg.1861499.
Vancouver
1.Sebahat Sevgi Uygur, Yasemin Kahyaoğlu Erdoğmuş. The Impact of Gamification on Achievement, Flow Experience, and Emotional State. Journal of Theoretical Educational Sciences. 2026 Oct. 1;19(4):879-905. doi:10.30831/akukeg.1861499