The process of digital transformation in education has led to the widespread adoption of gamification as a tool for enhancing student motivation and academic achievement. Despite a substantial number of empirical studies, the reported findings remain fragmented and often contradictory. The present study provides a systematic review and meta-analysis of empirical research published between 2012 and 2025, examining the impact of gamification elements-such as points, badges, leaderboards, levels, narrative structures, avatars, and challenges-on academic outcomes and motivational indicators in educational settings. Following the PRISMA protocol, publications indexed in Scopus, Web of Science, and ERIC were systematically analyzed. The final dataset included experimental and quasi-experimental studies with control groups. Effect sizes were calculated using Hedges’ g within a random-effects model. Heterogeneity was assessed using the I² statistic, while moderator analyses and publication bias assessments (Egger’s test and funnel plot) were conducted. The results demonstrate a statistically significant positive effect of gamification on academic achievement (g = …) and motivation (g = …). The largest effects were observed when multiple game elements were combined and when narrative mechanics were incorporated into instructional design. Moderator analysis revealed significant differences depending on students’ age and the type of educational environment. The findings highlight the importance of systematic design of gamified educational solutions and contribute to the advancement of educational technology theory. Practically, the results demonstrate that the effectiveness of gamification depends not merely on the presence of game elements but on the quality of their integration into pedagogical design. The empirical evidence confirms the central role of psychological mechanisms-autonomy, competence, and engagement-as mediators between game structures and academic outcomes.
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