Racing to Learn: A Formula 1–Inspired Gamification Framework that Sustains Motivation Through Repeated Competitive Cycles

Authors

DOI:

https://doi.org/10.34190/ecgbl.20.1.5216

Keywords:

Gamification, Narrative-driven competition, Internet of Things (IoT), Educational Innovation, Higher education

Abstract

Gamification is increasingly used in higher education to support student engagement; however, the effects of narrative-driven competitive frameworks on academic performance remain underexplored. This study examines a Formula 1 (F1)–inspired gamification experience implemented in an undergraduate Internet of Things (IoT) course. Students were randomly assigned to one of five racing teams and participated in three competitive "races" over a ten-week term. Progress was quantified as distance (in meters), accumulated through optional exercises, collaborative tasks, additional coding functionalities, quizzes, and attendance. The gamification framework was grounded in Self-Determination Theory, aiming to support students' autonomy, competence, and relatedness through multiple engagement pathways, continuous feedback, and team-based competition. To enhance immersion, a Unity-based interface was developed to dynamically visualize team progress, displaying race cars moving across circuits. Symbolic, social, and academic rewards were awarded after each race. A quasi-experimental design compared outcomes between a gamified group and a non-gamified control group under equivalent instructional conditions. Results indicate that students in the gamified condition achieved slightly higher academic outcomes, particularly on the final exam. However, an independent samples t-test showed that this difference was not statistically significant (t (54) = 1.74, p = 0.087), although a small-to-moderate effect size was observed (d = 0.43). Within the gamified group, a strong positive correlation was found between cumulative gamified engagement and final exam performance (r = 0.81, R² = 0.65), suggesting a meaningful association between participation and learning outcomes. The use of repeated competitive cycles with progress resets appeared to sustain motivation while mitigating performance stratification. Overall, the findings suggest that narrative-driven competitive gamification may support engagement and improve academic outcomes when carefully aligned with pedagogical objectives. The proposed framework offers a structured and replicable model for gamification in higher education. Future research should explore the scalability of this approach across diverse disciplines and examine its long-term impact on academic achievement.

Author Biographies

Cristina Veronica Gonzalez Cordova, Tecnologico de Monterrey

Cristina Gonzalez is a Computer Science Professor at Tecnológico de Monterrey, Mexico. She holds B.S. and M.S. degrees in Computer Science and combines software engineering industry experience with educational research. Her work focuses on game-based learning, immersive technologies, educational escape rooms, and AI in education.

Claudia Marcela Solis Garza, Tecnologico de Monterrey

Claudia Solis is a Computer Science Professor at Tecnologico de Monterrey, Mexico. Her work explores how emerging technologies can transform computing and engineering education. Her interests include immersive learning, gamification, virtual reality, biometrics, and IoT, with an emphasis on designing and evaluating innovative, technology-enhanced learning experiences for undergraduate students.

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Published

2026-09-28