Gamifying Feedback for Student Engagement in Research Modules: A Reflective Design Approach
Joalise Janse van Rensburg, Independent Institute of Education, Emeris, Faculty of Science and Technology, Cape Town (South Africa)
Abstract
Designing engaging learning experiences presents new challenges especially in contexts where generative AI can be used to complete academic work. This is particularly concerning in research modules where most assessments are text based. Furthermore, providing detailed feedback on informal activities can unintentionally result in students disengaging. They may use the feedback as prescriptive instructions for formal assessments as opposed to actively engaging and interacting with the lecturer and their peers as part of the learning process. This study presents the design and first implementation of a series of activities grounded in experiential learning to gamify feedback in research modules. A qualitative reflective design approach was adopted to develop and create an artefact by positioning the educator as designer and implementer. Data to refine the artefact was generated by means of expert critique and a structured reflection organiser informed by experiential learning theory and gamification design principles. The findings provide insight into the design process and design choices made to create the artefact aimed at gamifying feedback in research related modules. This study contributes to investigations into practical approaches to possibly improve student engagement and suggests future iterations for formal testing.
|
Keywords |
Gamification, Research, Feedback, Reflective Design |
|
REFERENCES |
[1] Anuradhani N, Yatigammana K and Wijayarathna G (2024) Defining gamification: a systematic literature review for developing a process-oriented definition. Journal of Multidisciplinary & Translational Research 9(1). Sri Lanka Journals Online: 66–85. [2] Christopoulos A and Mystakidis S (2023) Gamification in Education. Encyclopedia 3. Multidisciplinary Digital Publishing Institute (MDPI): 1223–1243. [3] Dewey J (1976) Experience and Education. 19th Print. New York: The Collier Books Macmillan Publishing Co. [4] Miettinen R (2000) The concept of experiential learning and John Dewey’s theory of reflective thought and action. International Journal of Lifelong Education 19(1): 54–72. [5] Mirzaie Abadi Feiz B, Khalili Samani N, Akhlaghi A, et al. (2022) Pros and Cons of Tomorrow’s Learning: A Review of Literature of Gamification in Education Context. Medical Education Bulletin 3(4): 543–554. [6] Tagarda E, Ray D and Mahinay B (2025) Applying John Dewey’s Experiential Learning and Pragmatism in Contemporary Education. In: Educational Philosophies in the Contemporary Philippine Context, pp. 81–93. [7] Triantafyllou SA, Georgiadis C and Sapounidis T (2025) Gamification in education and training: A literature review. International Review of Education 71. Springer Science and Business Media B.V.: 483–517. [8] Roberts TG (2003) An Interpretation of Dewey’s Experiential Learning Theory. ERIC. Available at: https://eric.ed.gov/?id=ED481922 (accessed 12 January 2026). |
The Future of Education




























