Motivational Teaching Techniques in Secondary and Higher Education: A Systematic Review of Active Learning Methodologies
Abstract
1. Introduction
2. Literature Review
2.1. Theoretical Framework
- Autonomy—the sense of control over one’s choices;
- Competence—the perception of progress and mastery;
- Relatedness—the feeling of belonging within the peer and teacher community.
2.2. Criteria for Selecting Active Learning Methodologies
- Problem-, Project-, and Case-Based Learning (PBL/PjBL/CBL);
- Collaborative Learning;
- Gamification;
- Flipped Classroom.
2.3. Active Learning Methodologies as Motivational Enhancers
- PBL/PjBL/CBL places responsibility on students to solve authentic problems;
- Collaborative Learning promotes positive interdependence among peers;
- Gamification introduces game mechanics (e.g., points, levels, instant feedback) to make progress visible and engaging;
- Flipped Classroom shifts content exposure to the pre-class phase, freeing in-person time for collaborative practice.
2.4. Empirical Evidence
2.4.1. Large-Scale Syntheses
- Active Learning—Freeman et al. [5]: meta-analysis of 225 STEM studies; average performance gain +0.47 (Cohen’s d); failure rates down by 55%. Mostly quasi-experimental designs;
- Gamification—Sailer and Homner [13]: 41 interventions; motivation +0.48 d; moderate publication bias;
- PBL/PjBL/CBL—Wijnia et al. [6]: 139 subsamples; improvements in task value and competence beliefs (+0.50 d); high heterogeneity (I2 = 78%).
2.4.2. Gamification (From More to Less Rigorous Designs)
- Denny [14]: quasi-experiment in programming (N = 778); badges increased persistence (+0.35 d); lacked affective measures;
- Buckley and Doyle [15]: gamified prediction market in Economics (N = 98); participation +0.67 d; small sample;
- Facey-Shaw et al. [18]: Intro to Programming (N = 156); intrinsic motivation +0.45 d; self-report data;
- Meng et al. [19]: online platform (N = 440); points and levels explained 41% of engagement variance; overall effect +0.60 d;
- Gray and DiLoreto [20]: structural model (N = 1862); engagement mediated the link between satisfaction and grade (+0.40 d estimated).
2.4.3. Flipped Classroom
- Lo and Hew [26]: Meta-analysis of 28 flipped classroom studies; average effect on motivation +0.41 d; strongest results in health and STEM fields;
- Wanner and Palmer [27]: Higher education (Education Technology course); flipped model increased learner autonomy and class participation; qualitative and survey-based data;
- Moraros et al. [28]: Nursing education (N = 195); flipped instruction led to higher engagement and improved attitudes toward learning compared to traditional lectures.
2.4.4. PBL/PjBL/CBL
2.4.5. Collaborative Learning
- Gillies [32]: quasi-experimental study in secondary science classes (N = 234); collaborative learning groups significantly outperformed controls on engagement and task value (+0.48 d).
- Laal and Ghodsi [33]: survey-based study across engineering programs (N = 121); collaborative environments associated with higher academic motivation and satisfaction.
- Järvelä et al. [34]: observational study in higher education (N = 83); real-time collaborative learning sessions linked to increased emotional engagement and self-regulated learning behavior.
- Gokhale [35]: controlled study in undergraduate business (N = 96); group-based problem-solving resulted in greater persistence and peer feedback efficacy (+0.42 d).
2.5. Critical Synthesis
- The need for more randomized controlled trials (RCTs) with objective measures;
- Inclusion of underrepresented disciplines and low-resource institutions;
- Cost–benefit analyses to guide the adoption of expensive educational technologies.
3. Methodology
3.1. Type of Study
- Quantitative primary studies (randomized controlled trials—RCTs—and quasi-experiments);
- Qualitative or explanatory studies;
- Published meta-analyses and systematic reviews.
3.2. Research Question (PICO Model)
- P (Population): Students in lower secondary, upper secondary, and higher education;
- I (Intervention): Gamification, flipped classroom, project-/problem-/case-based learning (PBL/PjBL/CBL), and active/collaborative learning;
- C (Comparison): Traditional lecture-based instruction (for studies using comparative designs);
- O (Outcome): Motivation (self-efficacy, engagement, persistence) and academic performance (grades, pass rates). Outcomes such as satisfaction, enjoyment, or general attitudes were excluded unless directly linked to motivational constructs.
3.3. Search Strategy and Databases
- Languages: English, Portuguese, or Spanish;
- Document types: Peer-reviewed journal articles, conference proceedings, or dissertations;
- Publication period: 1 January 2000–31 March 2024;
- Fields: Education, Educational Psychology, Science Education, Educational Technology,
- (1)
- Intervention Terms“gamification” OR “flipped classroom” OR “project-based learning” OR “problem-based learning” OR “case-based learning” OR “active learning” OR “collaborative learning”AND
- (2)
- Outcome Terms“motivation” OR “self-efficacy” OR “persistence” OR “academic performance” OR “achievement”AND
- (3)
- Population Terms“student*” OR “pupil*” OR “middle school” OR “secondary school” OR “higher education”
- Backward citation tracking (references cited in included studies);
- Forward citation tracking (articles citing included studies);
- Documentation of additional workload and resource/cost data, when available.
3.4. Eligibility Criteria
- (a)
- Explicit intervention using one of the four methodologies;
- (b)
- Empirical data enabling either (i) standardized effect size calculation (Cohen’s d) for comparative studies, or (ii) coded thematic analysis of motivational outcomes in qualitative designs;
- (c)
- Basic, secondary, or higher education setting;
- (d)
- Full text available in English, Portuguese, or Spanish;
- (e)
- Publication between 2000 and 2024;
- (f)
- Outcomes limited to motivation (self-efficacy, engagement, persistence) and/or academic performance (grades, test scores, pass rates); studies focusing solely on attitudes, preferences, or satisfaction were excluded.
- (a)
- Opinion pieces,
- (b)
- Studies in non-formal or corporate settings,
- (c)
- Studies without full-text access or without sufficient data for effect size calculation.
3.5. Study Selection and Reliability
- Generated synonyms and alternative keywords;
- Helped prioritize records during title/abstract screening;
- Logged inclusion/exclusion decisions.
3.6. Quality Assessment
3.7. Data Extraction and Analysis
3.7.1. Extracted Information
- Author, year, country, educational level, subject area, research design, active learning methodologies used, sample size, intervention duration, instruments, results, effect size (d), and additional resources (type, time, estimated cost).
3.7.2. Global Effect Size
3.7.3. Result Consistency
3.7.4. Role of Meta-Analyses
3.7.5. Subgroup Results
- RCTs (N = 3): Mean d = 0.54;
- Quasi-experiments (N = 6): Mean d = 0.48;
- Qualitative studies (N = 2): Reported improvements in engagement and persistence;
- Disciplinary distribution: 6 studies in STEM, 3 in Social Sciences, 1 in Humanities, 1 interdisciplinary(Humanities were underrepresented).
3.7.6. Costs and Additional Resources
3.8. Limitations
- Limited number of randomized controlled trials (RCTs): Only 3 out of 11 primary studies;
- Heterogeneity in motivation measurement instruments;
- Short intervention duration: Typically, less than 16 weeks, possibly affecting sustainability of effects;
- Lack of economic data: No cost-effectiveness evaluation possible;
- Potential publication bias: Funnel plot showed slight asymmetry.
3.9. Summary
4. Results and Discussion
4.1. Sample Characteristics
- Total number of studies: 16
- ○
- Primary studies: 11 (9 quantitative, 2 qualitative);
- ○
- Meta-analyses/systematic reviews: 5;
- Publication period: 2000–2024;
- Educational levels represented:
- ○
- Higher education (7);
- ○
- Secondary education (3);
- ○
- Lower/upper secondary (4);
- ○
- Multilevel (e.g., individual, group/classroom, institutional), as well as variations in design and scope (2);
- Active learning methodologies assessed (no. of primary studies):
- ○
- Gamification (5);
- ○
- PBL/PjBL/CBL (3);
- ○
- Flipped classroom (2);
- ○
- Collaborative learning (1);
- Total sample size (primary studies): ≈4950 students;
- Methodological quality (MMAT 2018):
- ○
- High: 9 studies;
- ○
- Moderate: 5 studies;
- Meta-analysis quality (AMSTAR 2):
- ○
- High: 4;
- ○
- Moderate: 1.
4.2. Quantitative and Qualitative Synthesis
- Overall mean effect on motivation and performance was d = 0.50 (95% CI = 0.38–0.62). However, motivational outcomes varied across studies. The most consistent gains were observed in self-efficacy and perceived task value—both closely linked to students’ sense of competence and relevance. However, only a subset of studies explicitly measured Self-Determination Theory (SDT) constructs such as autonomy, competence, and relatedness. In contrast, intrinsic motivation (i.e., enjoyment or curiosity-driven engagement) showed smaller and less consistent improvements. Persistence-related outcomes (e.g., task completion, reduced dropout) also improved modestly, particularly in gamified interventions and project-based contexts.
- Moderate heterogeneity was detected across studies (Q = 18.9; I2 = 42%), indicating that the variability in reported effects cannot be attributed solely to sampling error. This suggests that study-level characteristics—such as the type of intervention, its duration, or the disciplinary context—likely contributed to differences in outcome magnitude. A key limitation of this review is the lack of formal analysis to account for this heterogeneity. While patterns in the data point to potential moderating factors (e.g., intervention length, academic domain, feedback strategies), the limited number of included studies prevented the use of subgroup analyses or meta-regressions. To address this, future research should aim to include broader and more diverse samples, enabling robust statistical examination of these moderators. The relevance of such moderating variables is further elaborated in Section 4.3.
4.3. Identified Moderators
- Duration ≥ 8 weeks → mean d increases to 0.60.
- Motivation type → strong effects on competence beliefs and task value; smaller changes in intrinsic orientation.
- Subject area → stronger effects in STEM and Health Sciences (d ≈ 0.55) than in Humanities (d ≈ 0.38).
- Gamification design → Frequent feedback (badges, visible leaderboards) enhanced outcomes; unsupported competitive rankings could nullify effects.
- Instructor autonomy → Teacher-customized interventions had slightly higher effects.
4.4. Pedagogical Implications
- Select authentic, context-rich problems for PBL/PjBL activities, following evidence from collaborative PBL implementations in [18];
- In flipped models, reserve in-person time for structured discussion and group problem-solving;
- Establish clear interaction norms in virtual collaborative environments;
- Use learning analytics to provide personalized feedback, respecting data ethics and GDPR;
- Plan for additional teacher workload (~37 min/week, see Appendix A), and negotiate compensation or task redistribution.
4.5. Limitations of the Evidence
- (a)
- Only 3 randomized controlled trials; quasi-experiments predominated;
- (b)
- Heterogeneous motivation instruments limit comparability;
- (c)
- No studies had ≥12-month follow-up; long-term effects are unknown. While short-term gains are promising, the limited duration of most interventions raises questions about the long-term sustainability of these motivational effects;
- (d)
- Economic data absent; no cost-effectiveness analysis possible;
- (e)
- Funnel plot revealed slight asymmetry, indicating possible residual publication bias.
4.6. Directions for Future Research
- Multicenter randomized controlled trials with longitudinal follow-up;
- Individual participant data meta-analyses (IPD) to explore learner profiles;
- Development of motivation scales validated for Lusophone and hybrid contexts;
- Studies testing combined interventions (e.g., gamification + PBL, flipped + gamification);
- Integration of economic metrics (faculty time, licenses, hardware) into future assessments.
4.7. Conclusions
- Interventions last at least 8 weeks;
- Students receive frequent and relevant feedback;
- Tasks carry personal or professional meaning;
- Pedagogical design supports autonomy, competence, and relatedness.
5. Conclusions and Recommendations
5.1. Summary of Key Findings
- Student motivation is a robust predictor of meaningful learning and academic success.
- The overall effect of active interventions (11 studies, 2000–2024) was Cohen’s d = 0.50 (95% CI = 0.38–0.62).
- Three groups of strategies produced the most consistent effects:
- ○
- Gamification (d ≈ 0.48): Points, badges, and leaderboards enhance engagement and performance (ref. [19]).
- ○
- Problem-/Project-/Case-Based Learning (d ≈ 0.50): Solving authentic challenges boosts intrinsic motivation and competence (ref. [6]).
- ○
- Active learning methodologies in STEM (d ≈ 0.47): Reduced failure rates by 55% (ref. [5]).
- Flipped classrooms (d ≈ 0.44) improve self-efficacy when in-class time is used for collaborative work.
- Interventions lasting ≥8 weeks, with frequent feedback and intrinsic motivation focus, generate more consistent outcomes.
5.2. Recommendations for Teaching Practice
- Introduce micro-gamification elements (badges, leaderboards, timed quizzes) early in the course.
- Plan interdisciplinary projects lasting 6–8 weeks, with formative assessments and opportunities for both individual and group reflection.
- Organize student groups (3–4 members) with rotating roles and clear, shared objectives.
- Implement the flipped classroom model: deliver theoretical content via videos/readings before class; reserve class time for discussion and problem-solving.
- Use platforms that provide immediate feedback (e.g., moderated forums, real-time response tools, simulators).
- Foster a safe and inclusive classroom climate, where students feel comfortable expressing doubts and participating.
- Provide regular, specific, and constructive feedback.
- Anticipate additional workload and plan proactively for compensation or workload redistribution, especially in resource-constrained teaching environments.
5.3. Implications for Future Research
- Longitudinal studies (≥1 year) to evaluate the durability of effects.
- Multicenter randomized controlled trials to enhance external validity.
- Individual participant data meta-analyses (IPD) to identify which student profiles benefit most.
- Development of validated motivation scales for Lusophone and hybrid learning contexts.
- Integration of economic metrics (faculty time, licenses, equipment) into evaluations.
- Exploration of intervention combinations (e.g., gamification + PBL; flipped + gamification), supported by adaptive feedback via learning analytics.
5.4. Final Consideration
- Promote continuous professional development focused on designing motivational learning activities.
- Provide adequate technological infrastructure.
- Formally recognize the extra time required for planning and implementing such strategies.
- With these conditions in place, active learning methodologies can become part of the pedagogical culture, contributing to more relevant, inclusive, and effective education.
Author Contributions
Funding
Data Availability Statement
Acknowledgments
Conflicts of Interest
Appendix A
Study No. | Study, Country | Level/Subject Area | Active Learning Methodologies | Extra Faculty Workload * | Resources/ Infrastructure | Declared Monetary Cost |
---|---|---|---|---|---|---|
1 | Ref. [15], Ireland | Higher Ed—Pharmacy | Gamification (online quiz + leaderboard) | ≈30 min/week | Moodle Quiz + “Level Up!” plugin (open source) | No |
2 | Ref. [18], Jamaica | Undergraduate—Computer Science | Collaborative PBL | ≈45 min/week | Trello® (free); Google Drive | No |
3 | Ref. [19], China | Engineering—Mechanical Design | 3-D Project-Based Learning | ≈40 min/week | 3D printers (FDM); Fusion 360® (educational license) | No |
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Study | Methodology | N | Main Variable | d | SDT Components Measured |
---|---|---|---|---|---|
[15] | Gamification | 98 | Participation | 0.67 | Relatedness |
[17] | Gamification | 197 | Engagement | 0.48 | Relatedness |
[19] | 3-D Gamification | 440 | Motivation | 0.60 | Competence |
[14] | Online badges | 778 | Persistence | 0.35 | Competence |
[20] | Leaderboard model | 1862 | Performance | 0.40 | Competence |
[25] | Flipped classroom | 64 | Reading self-efficacy | 0.43 | Competence |
[16] | 3-D Gamification | 64 | Self-efficacy | 0.62 | Competence |
[18] | Collaborative PBL | 156 | Intrinsic motivation | 0.45 | Autonomy, Competence |
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Costa, L.M.G.; Reis, M.J.C.S. Motivational Teaching Techniques in Secondary and Higher Education: A Systematic Review of Active Learning Methodologies. Digital 2025, 5, 40. https://doi.org/10.3390/digital5030040
Costa LMG, Reis MJCS. Motivational Teaching Techniques in Secondary and Higher Education: A Systematic Review of Active Learning Methodologies. Digital. 2025; 5(3):40. https://doi.org/10.3390/digital5030040
Chicago/Turabian StyleCosta, Luís M. G., and Manuel J. C. S. Reis. 2025. "Motivational Teaching Techniques in Secondary and Higher Education: A Systematic Review of Active Learning Methodologies" Digital 5, no. 3: 40. https://doi.org/10.3390/digital5030040
APA StyleCosta, L. M. G., & Reis, M. J. C. S. (2025). Motivational Teaching Techniques in Secondary and Higher Education: A Systematic Review of Active Learning Methodologies. Digital, 5(3), 40. https://doi.org/10.3390/digital5030040