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International Journal of Creative and Open Research in Engineering and Management

A Peer-Reviewed, Open-Access International Journal Supporting Multidisciplinary Research, Digital Publishing Standards, DOI Registration, and Academic Indexing.
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ISSN: 3108-1754 (Online)
Crossref DOI: Available
ISO Certification: 9001:2015
Publication Fee: 599/- INR
Compliance: UGC Journal Norms
License: CC BY 4.0
Peer Review: Double Blind
Volume 02, Issue 05

Published on: May 2026

GAMIFICATION AS A TOOL FOR COLLABORATIVE ENGAGEMENT AND COMMUNICATION IN ACADEMIC CONTEXT

Hema R Sanjula M

Kumaraguru College of Technology / Coimbatore, India

Article Status

Plagiarism Passed Peer Reviewed Open Access

Available Documents

Abstract

Gamification has emerged as a potent strategy for enhancing engagement, motivation, and communication. This paper explores the relationship between gamification and communication within educational settings. Drawing from a comprehensive literature review and a survey involving students, the study examines how gamification facilitates improved communication and collaboration. By incorporating authentic participant quotes and analyzing empirical data, the findings offer insights into the benefits and challenges of gamification, guiding its effective integration into communication processes.

Keywords— Gamification, Communication, Engagement, Collaboration, Education

How to Cite this Paper

R, H. & M, S. (2026). Gamification as a Tool for Collaborative Engagement and Communication in Academic Context. International Journal of Creative and Open Research in Engineering and Management, <i>02</i>(05). https://doi.org/10.55041/ijcope.v2i5.696

R, Hema, and Sanjula M. "Gamification as a Tool for Collaborative Engagement and Communication in Academic Context." International Journal of Creative and Open Research in Engineering and Management, vol. 02, no. 05, 2026, pp. . doi:https://doi.org/10.55041/ijcope.v2i5.696.

R, Hema, and Sanjula M. "Gamification as a Tool for Collaborative Engagement and Communication in Academic Context." International Journal of Creative and Open Research in Engineering and Management 02, no. 05 (2026). https://doi.org/https://doi.org/10.55041/ijcope.v2i5.696.

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References

[1] Bandura, Albert. Social Learning Theory. Prentice Hall, 1977.

[2] Deterding, Sebastian, et al. "From Game Design Elements to Gamefulness: Defining 'Gamification'." Proceedings of the 15th International Academic MindTrek Conference, 2011, pp. 9-15.

[3] Islam, Md, Krishna, and Kumari. "Gamification for Interactive Learning." Journal of Educational Strategies, 2025, pp. 45–56.

[4] Lee, Min. “Gamification and Student Engagement: A Modern Approach.” Educational Review, 2023, pp. 123–135.

[5] McGonigal, Jane. Reality Is Broken: Why Games Make Us Better and How They Can Change the World. Penguin Press, 2011.

[6] Muszyńska, Katarzyna. "Gamification of Communication and Documentation Processes in Project Teams." International Journal of Project Management, 2020, pp. 204–216.

[7] Ryan, Richard M., and Edward L. Deci. "Self-Determination Theory and the Facilitation of Intrinsic Motivation." American Psychologist, vol. 55, no. 1, 2000, pp. 68–78.

[8] Skinner, B.F. Science and Human Behavior. Macmillan, 1953.

Ethical Compliance & Review Process

  • All submissions are screened under plagiarism detection.
  • Review follows editorial policy.
  • Authors retain copyright.
  • Peer Review Type: Double-Blind Peer Review
  • Published on: May 23 2026
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