Abstract

This paper presents a novel method for applying gamification in university course design to enhance student engagement and allow flexible development paths. Inspired by RPG video game mechanics, the method incorporates six structural elements—main missions, side quests, boss fights, character development, specialization paths, and downloadable content (DLC). The approach was evaluated through surveys and grade analysis from 9 years and 526 students. Results show increased student satisfaction, better grade distributions, and stronger alignment with individual learning paths. The average final grade significantly increased (p < 0.001) from 4.22 (CI = 0.09) to 4.40 (CI = 0.05) thus confirming that the method had a positive impact on student performance.

Recommended Citation

Andrzejczak, J. & Szrajber, R. (2025). Learning as a Quest: A Novel RPG-Inspired Gamification Method for University Course DesignIn I. Luković, S. Bjeladinović, B. Delibašić, D. Barać, N. Iivari, E. Insfran, M. Lang, H. Linger, & C. Schneider (Eds.), Empowering the Interdisciplinary Role of ISD in Addressing Contemporary Issues in Digital Transformation: How Data Science and Generative AI Contributes to ISD (ISD2025 Proceedings). Belgrade, Serbia: University of Gdańsk, Department of Business Informatics & University of Belgrade, Faculty of Organizational Sciences. ISBN: 978-83-972632-1-5. https://doi.org/10.62036/ISD.2025.127

Paper Type

Short Paper

DOI

10.62036/ISD.2025.127

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Learning as a Quest: A Novel RPG-Inspired Gamification Method for University Course Design

This paper presents a novel method for applying gamification in university course design to enhance student engagement and allow flexible development paths. Inspired by RPG video game mechanics, the method incorporates six structural elements—main missions, side quests, boss fights, character development, specialization paths, and downloadable content (DLC). The approach was evaluated through surveys and grade analysis from 9 years and 526 students. Results show increased student satisfaction, better grade distributions, and stronger alignment with individual learning paths. The average final grade significantly increased (p < 0.001) from 4.22 (CI = 0.09) to 4.40 (CI = 0.05) thus confirming that the method had a positive impact on student performance.