Biquarterly Journal of Cognitive Strategies in Learning Vol 10, Num 18, Spring & Summer 2022 https://10.22084/J.PSYCHOGY.2022.24332.2319 155 Citation: Bagheri, M., Shahsavan Markedeh, A. (2022). The Effect of Training Using Gamification on Students' Academic Engagement, Biquarterly Journal of Cognitive Strategies in Learnin, 10(18), 155-181. *Corresponding Author: Mohsen Bagheri E-mail: m-bageri@araku.ac.ir Research Articl Page 155-181 The Effect of Training Using Gamification on Students' Academic Engagement Mohsen Bagheri 1* , Ali Shahsavan Markedeh 2 1. Assistant Professor of Educational Technology, Department of Education, Faculty of Humanities, Arak University, Arak Iran 2. M.A. in Educational Technology, Department of Education, Faculty of Humanities, Arak University, Arak Iran Submit Date: 27 July 2021 Revise Date: 22 October 2021 Accept Date: 10 January 2022 Publication Date: 21 June 2022 Abstract Objective: The purpose of the present study was to investigate the effect of training using gamification on students' academic engagement of undergraduate students of Arak University 2017-2018. Method: The research method was quasi-experimental with pre-test and post-test with control group. The statistical population included all students of educational sciences of Arak University in the academic year 2017-2018, from which 28 subject were selected as Convenience Sampling and were randomly distributed in the control and experimental groups. Friedrichs et al.'s (2004) academic achievement questionnaire was used to collect the required data. Photoshop tutorial designed by researchers was also used for training. Data were analyzed using descriptive statistics including mean and standard deviation and inferential statistics including ANCOVA. Results: The findings showed that education by using gamification had no significant effect on academic engagement and its subscales (behavioral, emotional and cognitive). Conclusion: According to the findings of this study using gamification has not been very effective in increasing students' academic engagement. Keywords: Gamification, Academic Engagement, Behavioral Engagement, Cognitive Engagement, Emotional Engagement.