Research & Publications

Evidence Informs Practice

Christian Gamification and Biblical Learning

Research connecting Christian gamification, biblical learning and practical game-based discipleship.

Read Research Abstract
Dr. Olajide A. Aderinto holding his Doctor of Ministry thesis project
Doctoral Research

Christian Gamification and Biblical Learning

Dr. Olajide A. Aderinto’s doctoral research examined whether Christian gamification could serve as an effective method for biblical learning rather than functioning merely as entertainment. The study used a quasi-experimental approach involving experimental and comparison groups of secondary-school students and examined changes in learners’ biblical knowledge and perceptions after exposure to Christian gamification.

The reported findings showed meaningful improvement among learners exposed to the Christian gamification approach, supporting its potential as a practical and effective method for increasing engagement with biblical content and strengthening learning and understanding.

The research therefore provides academic support for the deliberate use of well-designed games as teaching tools within Christian education and discipleship contexts.

What the Research Suggests

Five insights from the study context.

1

Engagement

Purposefully designed games can encourage more active participation in the learning experience.

2

Learning

The research findings support Christian gamification as a viable approach to facilitating biblical learning and understanding.

3

Participation

Game-based learning can create opportunities for interaction, discussion and active involvement.

4

Application

The findings strengthen the case for using games deliberately as teaching tools rather than treating them only as entertainment.

5

Discipleship

The research provides an academic foundation for the practical Games Discipleship methodology used in Christian learning environments.

How the Research Was Conducted

A verified high-level methodology.

  1. Research Question
  2. Quasi-Experimental Design
  3. Experimental Group
  4. Comparison / Control Group
  5. Christian Gamification Intervention
  6. Assessment of Learning Outcomes

From Research to Practice

Evidence connected to real-world design.

  1. Research

    Study how Christian gamification can support biblical learning.

  2. Design

    Develop purposeful Christian and educational games.

  3. Play

    Turn learners into active participants.

  4. Discipleship

    Use Christian games in structured teaching, discussion and mentoring environments.

  5. Digitalisation

    Transform selected physical games into digital experiences.

  6. Scale

    Extend game-based learning to wider audiences.

See the Method in Practice