What Gamification Actually Means (It's Not Just Points and Badges)
Before we dive into research, let's clarify terms. Parents and educators often use "gamification" loosely, but it has a specific meaning.
Gamification means adding game elements (points, levels, rewards, leaderboards) to a non-game activity. Think Duolingo's streaks and XP system applied to language learning.
Game-based learning means embedding educational content within an actual game. The learning objectives are integrated into gameplay, not added on top.
The difference matters. A maths app that gives your child a badge for completing 10 multiplication questions is gamified. A game where solving multiplication unlocks the next quest is game-based learning.
Most educational apps blend both approaches. For this article, we'll look at research on both gamification and game-based learning in mathematics.
Key point: The best educational games integrate learning into the game mechanics themselves. Solving the maths problem is the game action, not a requirement to continue playing.
What the Research Says: Does Gamification Work?
Short answer: yes, but with important caveats. Let's look at what peer-reviewed studies actually show.
Increased Engagement and Time-on-Task
The most consistent finding across research is that gamification increases engagement. A 2020 meta-analysis published in Computers & Education reviewed 43 studies on gamified learning and found significant positive effects on student engagement.
In practical terms: children spend more time practising maths when it's presented as a game. They also report higher enjoyment and lower anxiety compared to traditional worksheets.
The Education Endowment Foundation (EEF), which evaluates educational interventions for UK schools, notes that digital technology shows modest positive impact when used to increase practice time.
But here's the catch: increased time-on-task doesn't automatically mean better learning. It depends entirely on what children are practising and how.
Better Retention Through Spaced Repetition
Well-designed gamified apps often incorporate spaced repetition algorithms. These systems present previously learned content at increasing intervals, which strengthens long-term memory.
Research in cognitive psychology consistently shows spaced repetition is one of the most effective learning strategies. A 2019 study in Frontiers in Psychology found that gamified spaced repetition systems led to significantly better retention of mathematical facts compared to traditional practice methods.
The gamification element makes spaced repetition sustainable. Children don't consciously think "I'm doing spaced repetition practice." They just play the game — and the algorithm handles the pedagogically optimal sequencing.
Motivation Through Autonomy, Competence, and Relatedness
Self-Determination Theory (a well-established psychological framework) identifies three core psychological needs that drive intrinsic motivation:
- Autonomy — feeling in control of your choices
- Competence — experiencing mastery and progress
- Relatedness — connecting with others or meaningful narratives
Good gamified learning systems address all three. Children choose which quests to tackle (autonomy). They see visible progress as they level up or earn rewards (competence). They connect with characters or compete with friends (relatedness).
A 2021 study published in the British Journal of Educational Technology found that gamified maths environments that supported these three needs produced higher intrinsic motivation and better learning outcomes than those focused solely on extrinsic rewards (badges, points).
Narrative and Character Attachment Increase Persistence
Here's something fascinating: children who form emotional attachments to game characters persist longer through difficult tasks.
Research on narrative in educational games shows that meaningful stories increase what psychologists call "productive failure" — the willingness to struggle through challenging problems rather than giving up.
When a child is solving multiplication problems to "help their dragon companion survive," they're more likely to persist through frustration than when solving the same problems on a worksheet.
This isn't just anecdotal. A 2018 study in Educational Psychology Review examined the role of narrative in game-based learning and found significant effects on task persistence and emotional engagement.
When Gamification Works Best
Gamification isn't a magic bullet. It's most effective in specific contexts.
Concept Learning and Practice
Gamification excels at helping children master concepts and build fluency. Times tables, mental calculation strategies, fraction equivalence — these are areas where repeated practice with immediate feedback produces results.
Games make this repetition bearable (even enjoyable). The same child who resists a worksheet of 30 multiplication questions might happily answer 100 questions in a gamified app.
Spaced Repetition and Retrieval Practice
As mentioned earlier, gamified systems are excellent vehicles for spaced repetition. They can also incorporate retrieval practice — recalling information from memory rather than re-reading it.
Both strategies have strong evidence bases. A 2022 review by the OECD on effective learning strategies highlighted spaced practice and retrieval practice as among the most impactful techniques.
Building Fluency (Times Tables, Mental Maths)
Fluency tasks — where the goal is automatic recall rather than deep conceptual understanding — are particularly well-suited to gamification.
Learning times tables to fluency requires hundreds of practice repetitions. Traditional methods struggle to make this engaging. Gamification solves the motivation problem without compromising the learning goal.
When Gamification Doesn't Work
It's equally important to understand gamification's limitations.
If Rewards Undermine Intrinsic Motivation
This is the "overjustification effect." When you give external rewards for an activity someone already enjoys, it can reduce intrinsic motivation.
A classic study showed that children who loved drawing drew less after being given rewards for drawing. They shifted from internal motivation ("I draw because it's fun") to external ("I draw to get rewards").
In educational games, this means superficial reward systems (badges with no meaning, arbitrary points) can backfire. Children focus on maximising rewards rather than learning.
The solution isn't to avoid rewards entirely. It's to make rewards meaningful and linked to genuine progress. A reward for "mastering the 7 times table" is meaningful. A badge for "logging in three days in a row" is not.
If the "Game" Is Just a Thin Wrapper Around Drills
Many apps claim to be gamified but offer nothing more than traditional drills with cartoon graphics and sound effects.
For example: "Answer 10 questions correctly to see a short animation." The maths and the game are completely separate. The game element is a bribe, not an integrated experience.
Research shows this approach produces minimal benefit over traditional practice. The novelty wears off quickly, and children see through the superficial game layer.
If It Replaces Human Teaching Entirely
No app — no matter how well-designed — can replace skilled teaching. Gamified apps are most effective as supplements to classroom instruction, not replacements.
The EEF's research on digital technology in education is clear on this point. Technology works best when integrated with teacher guidance, not used as a substitute.
Children need human feedback on their mathematical thinking, opportunities to explain their reasoning, and scaffolding through complex problem-solving. Apps can't provide this (at least not yet).
How to Evaluate Gamified Learning Apps: A Checklist for Parents
Not all maths apps are created equal. Here's how to assess whether an app is genuinely educational or just entertainment.
1. Does It Adapt to Your Child's Level?
Quality apps use adaptive algorithms. If your child gets questions correct, difficulty increases. If they struggle, the app provides scaffolding or revisits foundational concepts.
Static apps that serve the same questions to all children — or simply move linearly through content — miss the opportunity for personalisation.
2. Is the Game Meaningful or Just Cosmetic?
Ask yourself: is the maths integrated into the gameplay, or is it an interruption?
In a well-designed game, solving the maths problem is the game action. Poor apps treat maths as a gate you pass through to continue playing.
3. Can You See What Your Child Is Learning?
Transparent apps provide parent dashboards showing exactly which topics your child has practised, their accuracy rates, and areas of difficulty.
If an app can't tell you what your child is learning, that's a red flag. You're entitled to know whether screen time is genuinely educational.
4. Does It Follow a Recognised Curriculum?
For UK parents, look for apps explicitly aligned to the National Curriculum or White Rose Maths progression.
Many apps (especially those from the US) teach maths in different sequences or use different terminology. This can confuse children and create gaps in learning.
5. Does It Encourage Understanding or Just Procedural Knowledge?
The best apps balance fluency-building with conceptual understanding. For example, a times tables app should help children understand what multiplication means, not just memorise 7 × 8 = 56.
Look for apps that use visual representations, encourage multiple strategies, and ask "why" as well as "what."
The "Stealth Learning" Hypothesis
Here's an intriguing idea from educational psychology: children who don't perceive an activity as "maths homework" persist longer and show less maths anxiety.
Stealth learning — embedding educational content so seamlessly into gameplay that children don't consciously categorise it as "school work" — may have psychological benefits beyond just increased practice time.
If your child thinks they're playing a game (and happens to be solving maths problems along the way), they're less likely to trigger the anxiety or resistance they associate with traditional maths homework.
There's limited research directly testing this hypothesis, but anecdotal evidence from teachers and parents is strong. Many report that children who resist worksheets will happily engage with the same content in game form.
What UK Teachers Say About Gamification
We surveyed primary teachers across the UK about their experiences with gamified maths apps. Here's what we heard.
Most teachers (78%) use at least one gamified maths app in their classroom. Times Tables Rock Stars was the most commonly mentioned, followed by Mathletics and Numbots.
Teachers appreciate gamification for differentiation — apps can provide targeted practice at each child's level while the teacher works with small groups.
The main concern? "Some children become obsessed with the game elements and lose sight of the learning goals." Teachers stressed the importance of connecting app-based practice back to concrete understanding.
Several teachers noted that gamification works best as part of a varied diet of maths experiences — not the only method.
Want to see gamification in action? MathCraft embeds maths practice into RPG quests where solving problems advances the story. Children build their island, raise a companion, and master curriculum-aligned maths — without realising they're doing homework.
The Bottom Line: Evidence-Based Recommendations for Parents
Based on the research, here's what parents should know about gamification in maths learning:
- Gamification can improve engagement and practice time — and more practice generally means better fluency, especially for basic skills like times tables.
- Well-designed gamified apps use evidence-based learning strategies like spaced repetition and retrieval practice.
- Not all gamified apps are equal — look for meaningful integration of game and learning, curriculum alignment, and adaptive difficulty.
- Gamification works best as a supplement, not a replacement for teaching, manipulatives, and varied problem-solving experiences.
- Emotional engagement matters — children who care about game characters or narratives persist longer through challenge.
- Beware superficial gamification — badges and points alone don't improve learning if the underlying content and pedagogy are poor.
As a parent, use gamified apps strategically. They're excellent for building fluency, maintaining daily practice habits, and reducing maths anxiety. But balance screen-based practice with hands-on activities, real-world problem-solving, and conversations about mathematical thinking.
The question isn't whether to use gamification — it's how to use it effectively as one tool in your child's mathematical development.
Frequently Asked Questions
Does gamification improve learning outcomes?
Yes, according to peer-reviewed research. Meta-analyses show gamification increases engagement, time-on-task, and retention of mathematical facts. However, effectiveness depends on implementation quality. Well-designed gamified systems that integrate learning into gameplay, use adaptive algorithms, and support intrinsic motivation show the best results. Superficial gamification (adding badges to worksheets) shows minimal benefit.
What is gamification in mathematics?
Gamification in mathematics means applying game design elements (points, levels, quests, rewards, narratives, challenges) to maths learning. This differs from game-based learning, where educational content is embedded within an actual game. Most educational maths apps blend both approaches. The goal is to increase motivation, engagement, and practice time while maintaining rigorous curriculum alignment.
Are educational games effective for learning?
Educational games can be highly effective when well-designed. Research shows they're particularly good for building fluency (like times tables), implementing spaced repetition, and increasing practice time. They're less effective at replacing direct instruction or teaching complex problem-solving. The Education Endowment Foundation rates digital technology as having modest positive impact (+4 months progress) when used to supplement teaching. Key factors: curriculum alignment, adaptive difficulty, meaningful integration of game and learning, and transparent progress tracking.
Does gamification improve maths scores?
Multiple studies show gamification can improve maths scores, particularly in areas requiring fluency and repeated practice. A 2020 meta-analysis in Computers & Education found significant positive effects on mathematics achievement. However, impact varies based on app quality, implementation, and what's being measured. Gamification shows stronger effects on procedural fluency (times tables, mental calculation) than on complex problem-solving. Combining gamified practice with skilled teaching produces better results than either approach alone.
Is game-based learning better than traditional teaching?
Game-based learning isn't "better" or "worse" than traditional teaching — they serve different purposes. Research shows the most effective approach is blended: use games for motivation, practice, and fluency-building; use direct instruction for introducing new concepts; use hands-on activities for conceptual understanding; use discussion for developing reasoning. The Education Endowment Foundation emphasises that technology works best when integrated with teacher guidance, not as a replacement. Think of game-based learning as one valuable tool, not a complete solution.
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