TEM Journal | 2026
Authors: Andrlić B.; De Alwis A.H.M.; De Alwis A.C.
DOI: 10.18421/TEM151-87
Journal: TEM Journal
Year: 2026
Publisher: UIKTEN - Association for Information Communication Technology Education and Science
Document Type: Article
Open Access: All Open Access; Gold Open Access
Cited by: 0
The purpose of this study is to explore the role of gamification in enhancing motivation and academic success among Croatian university students. Currently, universities face the challenge of minimising high dropout rates, especially during the first two years. This study investigates how the integration of gamification can impact students’ engagement and academic performance. The study employed a quantitative approach, collecting data from 248 undergraduate students at the Faculty of Tourism and Rural Development, University of Osijek. The findings confirm a strong positive correlation between gamification and academic achievement, with gamification significantly boosting both intrinsic and extrinsic motivation. However, the results show that gamification directly affects academic performance, but its indirect effect through intrinsic motivation is not significant. In contrast, extrinsic motivation serves as a significant mediator. The study highlights the critical role of gamification in promoting extrinsic motivation and suggests that educational institutions should carefully blend gamification with high-quality content to maximise expected outcomes and motivation. These insights are vital for policymakers and educators aiming to enhance student engagement and reduce dropout rates in Croatian higher education. © 2026 Berislav Andrlić, A. H. M. De Alwis & A. Chamaru De Alwis
academic performance; engagement; Gamification; higher education; management; student motivation