SideQuest: How a Custom-Built Gamification Platform Can Improve Student Learning and Socialization
Chris Finaret(a) and Jesse Cirimele
(a)Allegheny College
JEL Codes: A20, A22, Y20
Keywords: game-based learning, gamification, learning platform, socialization
First Published Online: June 11, 2026
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Abstract
Recognizing Generation Alpha’s affinity for gaming, the authors developed SideQuest, a digital platform that integrates video-game-style quests to improve course learning and foster socialization. Implemented across seven economics classes at Allegheny College, SideQuest assigned students to “guilds” and offered a diverse array of quests—ranging from in-class participation and out-of-class study activities to co-curricular involvement and intensive pre-exam “Battle Passes.” Analysis of usage data from 116 students revealed that most students engaged with the platform, with participation peaking just before midterms. A positive correlation was observed between quest completion and higher course grades, particularly when comparing Battle Pass questing to grades. Survey responses indicated that students perceived SideQuest to be beneficial for both academic achievement and socialization.
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