Gamification on Mathematics Engagement and Motivation in Secondary School and Higher Education: A Systematic Review and Meta-Analysis
Open accessAbstract
This systematic review and meta-analysis examined the effects of gamification on students’ motivation and engagement in mathematics at the secondary and higher education levels. A literature search (April 2025) followed by an updated search (November 2025) across ten databases identified 45 studies for qualitative synthesis and 11 for meta-analysis. The review followed PRISMA 2020 guidelines with a pre-registered protocol, and study quality was appraised with the Mixed Methods Appraisal Tool. Meta-analytic results using a three-level Correlated and Hierarchical Effects model with robust variance estimation showed a significant small-to-moderate positive effect on motivation ( g = .383, 95% CI [.11, .66], p = .0218). Motivation was assessed more consistently than engagement that could not be included in the meta-analysis due to the lack of validated measures. The systematic review indicates that gamification supports motivation and engagement, with only four studies reporting negative effects. Most interventions used digital platforms (e.g., Kahoot! ; Classcraft ) and common game elements such as points, leaderboards and instant feedback. Overall, gamification appears promising for enhancing motivation and engagement in mathematics when designs are aligned with students’ needs, balancing competition with mastery and cooperation. Therefore, educators should limit excessive competition and prioritize personal progress and cooperative tasks that foster social interaction. Future studies should employ validated measures, larger samples, and examine both motivation and engagement to strengthen the evidence base and guide effective implementation in education.
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Written from the paper’s full text.
TL;DR
This systematic review and meta-analysis of 45 studies (4,345 students) found mostly positive effects of gamification on motivation and engagement in secondary and higher-education mathematics, with only four studies reporting negative effects. Meta-analysis of 11 studies showed a small-to-moderate positive effect on motivation (g = .383, 95% CI [.11, .66], p = .0218), while engagement could not be meta-analyzed due to lack of validated measures and control-group comparisons.
Key findings
- Across 45 studies (4,345 students; 2,435 higher education, 1,910 secondary; ages 13–38), most reported positive effects; only four reported negative effects, tied to competition/social comparison, external rewards, or poorly adapted designs.
- Meta-analysis of 11 studies (29 effect sizes; gamified n = 1262, traditional n = 1013) found a significant small-to-moderate positive effect on motivation: g = .383, SE = .140, 95% CI [.11, .66], p = .0218.
- Engagement was assessed in only eight studies and could not be meta-analyzed because of lack of validated instruments and experimental-control comparisons; behavioral (n = 6) and emotional (n = 4) indicators were most frequent.
- Most frequent game elements were points (n = 34), leaderboards (n = 31), feedback (n = 26), and levels (n = 23); Kahoot! was the most used tool (n = 9). SDT was the most frequent motivational framework (n = 13).
Methods
- PRISMA 2020 systematic review with pre-registered PROSPERO protocol; searched ten databases (Scopus, ERIC, IEEE Xplore, MathSciNet, PsycINFO, Web of Science Core Collection, Zentralblatt MATH, ArXiv, Psychology and Behavioral Sciences Collection, JSTOR) in April 2025 and updated November 2025; included quantitative studies of gamification in secondary/higher-education mathematics with control groups for meta-analysis.
- 45 studies included in qualitative synthesis; 11 met criteria for meta-analysis (9 journal articles, 2 conference papers); quality appraised with MMAT.
- Meta-analysis used Hedges’ g and a three-level Correlated and Hierarchical Effects model with Robust Variance Estimation (CR2), 29 dependent effect sizes from 11 studies; sensitivity analyses varied ρ (.30/.60/.90), model specification, peer-review status, and MMAT threshold; moderators tested singly.
Limitations
- Paper-stated: meta-analysis based on only 11 studies with heterogeneous or non-validated instruments, limiting stability; moderator analyses restricted to single-moderator models due to small k and limited power; engagement rarely measured with validated tools and control groups, preventing meta-analytic synthesis; some included studies (conference papers, book chapter) may not have undergone full peer review; most studies were in Western higher-education settings, limiting generalizability.
- Paper-stated: a priori power was 61.82% for small effects (d = 0.20), 99.43% for moderate effects (d = 0.50), and 100% for large effects (d = 0.80), so the meta-analysis was underpowered for small effects.
- Evident from text: substantial heterogeneity remained (I² = 80.74%; 31.56% between-study, 49.18% within-study variance), and none of the tested moderators—educational level, MMAT quality, competitive elements—significantly explained effect-size variation.
Model-written summary. Check it against the paper before relying on it.
Integrity signals
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Cites
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Claims the paper makes
49 of 132 cited sources checked · 16 supported · 0 flagged · accuracy not yet measured
- Premisecitation
This perception is particularly evident at secondary and higher education levels, where students face unique challenges in motivation, engagement, and emotional responses.
“This perception is particularly evident at the secondary and higher education levels, where students face unique challenges in terms of motivation, engagement, and emotional responses (Pekrun et al., 2017).”
Quote in the paperNot a substantial claim1 of 1 sources checked- cites Pekrun et al., 2017 source
The Overview of the Present Research describes a study of German students in grades 5–9, and Effects of Emotion on Achievement links students’ emotions with motivation and attention to learning. The paper does not establish that these challenges are particularly evident at secondary and higher education levels, or examine higher education students. (LLM, conf=0.85)
Experimental — accuracy not yet measured
- Interpretationcitation
Discrepancies in gamification effects may stem from variations in implementation, student characteristics, or subject areas.
“Such discrepancies may stem from variations in implementation (González-Fernández et al., 2022), student characteristics, or subject areas (Oliveira et al., 2023).”
Quote in the paperSubstantial claim2 of 2 sources checked- cites González-Fernández et al., 2022 source
The Discussion and Conclusions (page unavailable) say that effective gamification requires careful instructional design and planning, supporting the importance of how it is implemented. They do not say that variations in implementation explain discrepancies in reported effects. The other proposed explanations are attached to a different citation in the citing sentence. (LLM, conf=0.72)
Experimental — accuracy not yet measured - cites Oliveira et al., 2023 source
The Introduction says students’ characteristics can affect their experience and performance in gamified education, supporting that part of the explanation. The passages reviewed do not link discrepancies in gamification effects to subject areas. The citing sentence attributes implementation differences to a different source. (LLM, conf=0.85)
Experimental — accuracy not yet measured
- Premisecitation
Evidence of gamification's effectiveness in enhancing motivation and engagement remains mixed.
“yet evidence of its effectiveness in enhancing motivation and engagement remains mixed (Ratinho & Martins, 2023).”
Quote in the paperSubstantial claim1 of 1 sources checked- cites Ratinho & Martins, 2023 source
- Premisecitation
Gamification may produce unintended negative effects, especially in secondary and higher education.
“Still, gamification may produce unintended negative effects, especially in secondary and higher education (Elmawati et al., 2023;Ratinho & Martins, 2023).”
Quote in the paperSubstantial claim2 of 2 sources checked - Premisecitation
Gamification can enhance students' motivation when grounded in established theories.
“Gamification can enhance students' motivation when grounded in established theories.”
Quote in the paperNot a substantial claim1 of 2 sources checked
- Premisecitation
Some studies in secondary and higher education have used validated tools to assess engagement, such as the Student Course Engagement Questionnaire and the EGameFlow scale.
“Yet, some studies in secondary and higher education contexts have used validated tools to assess engagement.For example, the Student Course Engagement Questionnaire (SCEQ) (Handelsman et al., 2005) has been utilized to measure skill use, interaction, and emotional involvement (Feroz et al., 2020;Pimentel et al., 2022).The EGameFlow scale has been applied to assess dimensions such as concentration,”
Quote in the paperNot a substantial claim1 of 3 sources checked - Premisecitation
Engagement is often assessed through non-standardized indicators such as points, leaderboards, or task completion, which may not capture its full complexity.
“Despite the growing use of gamification in educational contexts, engagement is often assessed through non-standardized indicators such as points, leaderboards, or task completion, which may not capture its full complexity (e.g., dos Santos et al., 2025;Khaleel et al., 2020;Zeybek & Saygi, 2023).”
Quote in the paperNot a substantial claim2 of 3 sources checked- cites dos Santos et al., 2025 source
Section 4.4 says the study measured only some dimensions of engagement and recommends additional dimensions and qualitative data for a more comprehensive understanding. But Section 3.1 says it assessed engagement with the User Engagement Scale; the paper discusses points and leaderboards as gamification elements, not as non-standardized engagement indicators, and does not establish that engagement is often assessed through them. The supplied copy gives no page numbers. (LLM, conf=0.82)
Experimental — accuracy not yet measured - cites Khaleel et al., 2020 source
Section 4.2 uses continued work after earning 300 points and students’ acceptance of game elements to evaluate engagement; Table 7 includes points and leaderboards. The paper does not say these indicators are often used across studies, are non-standardized, or fail to capture engagement’s full complexity. (LLM, conf=0.83)
Experimental — accuracy not yet measured - cites Zeybek & Saygi, 2023 source
- Study design and conductown data
Since pre-test measures were not consistently available across studies, only post-test scores were included in the analysis.
“Since pre-test measures were not consistently available across studies, only post-test scores were included in the analysis.This approach follows methodological guidance for handling heterogeneous pre-post reporting (Hornstein et al., 2025).”
Quote in the paperSubstantial claim1 of 1 sources checked- cites Hornstein et al., 2025 source
- Findingcitation
Some studies found that difficult-to-obtain badges or persistent low leaderboard rankings reduced engagement (Lee et al., 2023).
“Some studies found that difficult-to-obtain badges or persistent low leaderboard rankings reduced engagement (Lee et al., 2023)”
Quote in the paperNot a substantial claim1 of 1 sources checked- cites Lee et al., 2023 source
In the 'Division Question' section (page unavailable), the paper says students who earn badges only occasionally or cannot distinguish themselves sometimes drop the course in weeks 5 or 6. This supports a connection between limited badge success and reduced engagement, but it does not specifically say that badges were difficult to obtain or that persistently low leaderboard rankings reduced engagement. (LLM, conf=0.83)
Experimental — accuracy not yet measured
- Findingcitation
Studies examining flow theory generally found higher levels of flow and immersion in gamified activities.
“Studies examining flow theory generally found higher levels of flow and immersion in gamified activities (Khoshnoodifar et al., 2023;Lozano et al., 2024;Marinho et al., 2025).”
Quote in the paperNot a substantial claim1 of 3 sources checked- cites Khoshnoodifar et al., 2023 source
The Methods (Instruments; page unavailable) show that the study measured immersion as part of students’ experience with gamified content. The Results (Students’ learning statistics; page unavailable) report moderate immersion, and the Discussion likewise describes immersion as moderate. The paper does not establish higher flow or immersion in gamified activities than in nongamified activities, so it supports only the immersion-measurement aspect of the claim. (LLM, conf=0.84)
Experimental — accuracy not yet measured - cites Lozano et al., 2024 source
- cites Marinho et al., 2025 source
- Findingown data
The meta-analysis of eleven studies revealed a small-to-moderate positive effect on motivation (g = 0.383).
“The meta-analysis of eleven studies revealed a small-to-moderate positive effect on motivation (g = 0.383), consistent with previous meta-analyses in general education contexts (Li et al., 2024;Sailer & Homner, 2020).”
Quote in the paperSubstantial claim1 of 2 sources checked- cites Li et al., 2024
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- cites Sailer & Homner, 2020 source
- Rests on an assumption: The effect sizes from the 11 studies included in the meta-analysis measure the same underlying construct of motivation and are comparable enough to be pooled.
- Findingcitation
Poorly adapted designs lowered self-efficacy (García-López et al., 2023).
“poorly adapted designs lowered self-efficacy (García-López et al., 2023)”
Quote in the paperNot a substantial claim1 of 1 sources checked- cites García-López et al., 2023 source
The Results (section 3.2) report lower self-efficacy among students using the gamified platform than among those not using it; the Discussion (section 4) reiterates this comparison. The paper does not identify poorly adapted design as the cause of that difference. (LLM, conf=0.87)
Experimental — accuracy not yet measured
- Interpretationcitation
Cooperative mechanics appear beneficial, as they foster relatedness while balancing competition.
“Similarly, cooperative mechanics appear beneficial, as they foster relatedness while balancing competition (García-López et al., 2023;Lee et al., 2023;Reyssier et al., 2022;Vandercruysse et al., 2015).”
Quote in the paperSubstantial claim2 of 3 sources checked- cites García-López et al., 2023 source
The Introduction (page unavailable in our copy) says collaborative work in gamified learning can meet students’ need for social relationships and increase motivation, supporting the relatedness aspect. It discusses competitiveness separately in connection with digital badges; it does not say cooperative mechanics balance competition. (LLM, conf=0.86)
Experimental — accuracy not yet measured - cites Lee et al., 2023 source
The Literature Review (page unavailable) says satisfying relatedness can increase motivation, but does not say cooperative mechanics foster relatedness or balance competition. The reported results (Question Average Standard Deviation section, page unavailable) discuss interest in game-based modules and ratings of missions and leaderboards, not the claimed effect of cooperation. Searches for relatedness, collaboration, and competition found no passage establishing the attributed claim. (LLM, conf=0.72)
Experimental — accuracy not yet measured - cites Reyssier et al., 2022 source
- Findingcitation
Rewards failed to motivate all students (Rincon-Flores et al., 2023).
“Neutral results were also observed, such as rewards failing to motivate all students (Rincon-Flores et al., 2023)”
Quote in the paperNot a substantial claim1 of 1 sources checked- cites Rincon-Flores et al., 2023 source
- Premisecitation
Collaborative rankings/team tasks can be demotivating to individual competitors (extrinsic motivators).
“| Team tasks | learners with high | individual competitors | (2023); Marinho et |”
Quote in the paperNot a substantial claim1 of 2 sources checked- cites García-López et al. (2023) source
The Introduction says collaborative work can increase student motivation, while Related Works says extrinsic motivation can have negative effects. Neither passage addresses collaborative rankings or team tasks demotivating individual competitors; searches for those terms and for leaderboards and competition found no passage that does. (LLM, conf=0.72)
Experimental — accuracy not yet measured - cites Marinho et al. (2025) source
- Findingcitation
Lee et al. (2023) reported reduced engagement among lower-performing students exposed to competitive or performance-oriented mechanics.
“while Lee et al. (2023) reported reduced engagement among lower-performing students exposed to competitive or performance-oriented mechanics.”
Quote in the paperSubstantial claim1 of 1 sources checked- cites Lee et al. (2023) source
The Conclusions (page not available) say high-achieving students were better motivated by gamification, especially badges and leaderboards, and suggest that lower-achieving students need a more complex motivational mechanism. They do not report that competitive mechanics reduced lower-performing students’ engagement; that turns a comparison in motivation into a decline attributed to those mechanics. (LLM, conf=0.86)
Experimental — accuracy not yet measured
- Premisecitation
Timer/time pressure can be experienced as challenging/competence by learners with high initial amotivation and extrinsic motivation students.
“| Timer/Time Pressure | Learners with high | Learners high in intrinsic | Lee et al. (2023); |”
Quote in the paperNot a substantial claim2 of 3 sources checked- cites Lee et al. (2023) source
The Literature Review discusses competence as a general motivational need, and the Conclusions compare outcomes by students’ interest levels, but neither links timer or time pressure to a sense of challenge or competence. Searches for timer, time pressure, amotivation, and extrinsic motivation found no passage addressing the claimed learner groups or their response to time pressure. (LLM, conf=0.76)
Experimental — accuracy not yet measured - cites Reyssier et al. (2022) source
- cites Saleh Alabdulaziz (2023) source
The Discussion (page unavailable) says the escape-room tests had time limits and describes the ticking clock as thrilling; it also reports increased motivation after the activity. It does not say that time pressure fostered a sense of competence or distinguish learners with high initial amotivation or extrinsic motivation. (LLM, conf=0.78)
Experimental — accuracy not yet measured
- Findingown data
Meta-analytic results using a three-level Correlated and Hierarchical Effects model with robust variance estimation showed a significant small-to-moderate positive effect on motivation (g = .383, 95% CI [.11, .66], p = .0218).
“Meta-analytic results using a three-level Correlated and Hierarchical Effects model with robust variance estimation showed a significant small-tomoderate positive effect on motivation (g = .383,95% CI [.11, .66],p = .0218).”
Quote in the paperSubstantial claim - Findingown data
MMAT scores among the 45 included studies ranged from 20 to 100%.
“MMAT scores among the 45 included studies ranged from 20 to 100%.”
Quote in the paperNot a substantial claim - Findingown data
The dataset comprised 29 effect sizes drawn from 11 studies.
“The dataset comprised 29 effect sizes drawn from 11 independent studies.”
Quote in the paperSubstantial claim - Findingnone given
Several studies did not report reliability estimates for their engagement measures.
“Notably, several studies did not report reliability estimates for their engagement measures.”
Quote in the paperNot a substantial claim - Findingown data
Several studies (n = 16) reported increases in students' overall motivation, conceptualized as a unidimensional construct, following gamification.
“Several studies (n = 16) reported increases in students' overall motivation, conceptualized as a unidimensional construct, following the implementation of gamification (see Table 1).”
Quote in the paperSubstantial claim - Findingown data
Points were the most used element across both higher education (n = 23) and secondary school (n = 11) studies.
“Points were the most used element across both higher education (n = 23) and secondary school (n = 11) studies (Fig. 3).”
Quote in the paperNot a substantial claim - Findingcitation
Achievement Goal Theory appeared in one study, distinguishing mastery and performance-oriented goals.
“AGT appeared in one study, distinguishing mastery and performance-oriented goals (Vandercruysse et al., 2015).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Vandercruysse et al., 2015
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- Findingown data
Self-Determination Theory was the most frequently used framework (n = 13).
“sional approaches typically distinguished between intrinsic and extrinsic regulation or examined basic psychological needs (i.e.autonomy, competence, relatedness) as proposed by SDT, which was the most frequently used framework (n = 13).”
Quote in the paperNot a substantial claim - Findingcitation
Engagement remains underexplored, as most studies relied on indirect measures or ad hoc instruments rather than validated instruments.
“Engagement, in contrast, remains underexplored, as most studies relied on indirect measures or ad hoc instruments rather than validated instruments.”
Quote in the paperNot a substantial claim - Findingown data
One effect size from Vandercruysse et al. (2015) was an outlier (g = -1.56, 95% CI [-2.12, -1.00]).
“One effect size from Vandercruysse et al. (2015) emerged as an outlier (g = -1.56,95% CI [-2.12, -1.00])”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Vandercruysse et al. (2015)
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- Findingcitation
Competitive elements increased amotivation among already motivated learners (Reyssier et al., 2022).
“or competitive elements increased amotivation among already motivated learners (Reyssier et al., 2022).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Reyssier et al., 2022 source
- Findingown data
The estimated effect of gamification on students' motivation was statistically significant, yielding a moderate effect of g = .383, SE = .140, 95% CI [.11, .66], df = 9.41, p = .0218.
“The estimated effect of gamification on students' motivation was statistically significant, yielding a moderate effect of (g =.383, SE =.140, 95% CI [.11,.66], df = 9.41, p =.0218).”
Quote in the paperSubstantial claim- Rests on an assumption: The 11 studies included in the meta-analysis are independent.
- Findingown data
The estimated between-study variance in the full three-level model was non-negligible (σ23 = 0.093).
“However, as the estimated between-study variance was non-negligible (σ 2 ₃ = 0.093) and the full model accounted for effect size dependence, it was retained for subsequent analyses.”
Quote in the paperSubstantial claim - Findingown data
This comparison involved gamified groups (n = 1262) with traditional method groups (n = 1013) in the context of learning mathematics in secondary and higher education.
“This comparison involved gamified groups (n = 1262) with traditional method groups (n = 1013) in the context of learning mathematics in secondary and higher education.”
Quote in the paperNot a substantial claim - Findingown data
None of the three study-level moderators tested (educational level, competitiveness of the design, methodological quality) significantly predicted effect sizes.
“None signifi- 1 3 cantly predicted effect sizes”
Quote in the paperSubstantial claim - Findingown data
Methodological quality, treated as a continuous predictor, was not associated with effect sizes (beta = -0.0128, SE = 0.0124, t(3.65) = -1.04, p = .364).
“Methodological quality, treated as a continuous predictor, was not associated with effect sizes (β =-0.0128,SE = 0.0124, t(3.65) =-1.04, p =.364).”
Quote in the paperNot a substantial claim- Rests on an assumption: The 11 studies included in the meta-analysis are independent.
- Findingown data
The MMAT appraisal did not reveal clear differences in methodological quality between peer-reviewed and non-peer-reviewed sources.
“The MMAT appraisal did not reveal clear differences in methodological quality between peer-reviewed and non-peer-reviewed sources; however, this finding should be interpreted cautiously.”
Quote in the paperNot a substantial claim - Findingcitation
Interventions that combined gamification with interactive or narrative structures tended to increase participation and attention.
“Interventions that combined gamification with interactive or narrative structures tended to increase participation and attention (Feroz et al., 2020;Pimentel et al., 2022;Wang et al., 2024).”
Quote in the paperNot a substantial claim0 of 3 sources checked - Findingcitation
External rewards such as cinema tickets or grade points proved insufficient to sustain motivation (Vandercruysse et al., 2015).
“External rewards such as cinema tickets or grade points also proved insufficient to sustain motivation (Vandercruysse et al., 2015).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Vandercruysse et al., 2015
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- Findingnone given
Across the studies assessing engagement, most reported gains in engagement.
“Across the studies assessing engagement, most reported gains in engagement.”
Quote in the paperSubstantial claim - Findingcitation
Kahoot! did not uniformly enhance intrinsic motivation (Stoyanova et al., 2018).
“Kahoot!not uniformly enhancing intrinsic motivation (Stoyanova et al., 2018)”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Stoyanova et al., 2018 source
- Findingnone given
A recurring limitation in the field is the reliance on non-validated or ad hoc measures of motivation, often with limited theoretical grounding, which simplifies the construct and restricts comparability across studies.
“A recurring limitation in the field is the reliance on non-validated or ad hoc measures of motivation, often with limited theoretical grounding, which simplifies the construct and restricts comparability across studies.”
Quote in the paperSubstantial claim - Findingnone given
Negative outcomes were primarily reported in contexts involving competition and social comparison, the use of external rewards, and poorly designed gamified strategies that were not adapted to students' characteristics.
“These negative outcomes were primarily reported in contexts involving competition and social comparison, the use of external rewards, and poorly designed gamified strategies that were not adapted to students' characteristics.”
Quote in the paperSubstantial claim- Rests on an assumption: The quasi-experimental designs of most included studies provide valid estimates of gamification's causal effect on motivation and engagement.
- Premisecitation
Gamified designs can strengthen self-efficacy when designed with progressive levels from simple to complex tasks, enabling gradual mastery.
“For instance, gamified designs can strengthen students' self-efficacy when designed with progressive levels that move from simple to complex tasks, enabling learners to experience gradual mastery (Alsswey & Malak, 2024).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Alsswey & Malak, 2024 source
- Premisecitation
Gamification can support self-efficacy through goal setting, feedback, and collaborative tasks that enable vicarious learning.
“Gamification can support these through goal setting, feedback, and collaborative tasks that enable vicarious learning (Banfield & Wilkerson, 2014).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Banfield & Wilkerson, 2014 source
- Interpretationown data
The modal MMAT score was 60%, indicating moderate methodological rigor across the evidence base.
“Overall, the modal score was 60%, indicating moderate methodological rigor across the evidence base.”
Quote in the paperNot a substantial claim - Study design and conductcitation
All relevant sources including conference papers and book chapters were considered to capture early empirical evidence and minimize publication bias.
“As gamification of mathematics is a relatively recent research field, all relevant sources from the databases were considered, including conference papers and book chapters, to capture early empirical evidence and minimize publication bias (Siddaway et al., 2019).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Siddaway et al., 2019 source
- Interpretationown data
These findings suggest that, despite substantial heterogeneity, the moderators examined did not account for additional between-effect variation.
“These findings suggest that, despite the substantial heterogeneity observed in the overall model, the moderators examined did not account for additional between-effect variation.”
Quote in the paperSubstantial claim - Interpretationreasoning
Additional heterogeneity likely stems from other factors such as implementation fidelity (duration; intensity), variation in mathematical content, measurement inconsistencies and differences in design.
“Additional heterogeneity likely stems from others factors such as implementation fidelity (i.e.duration; intensity), variation in mathematical content, measurement inconsistencies and differences in design.”
Quote in the paperSubstantial claim - Study design and conductown data
The full three-level model did not significantly improve log-likelihood over the reduced model constraining between-study variance to zero (LRT = 2.66, p = 0.103).
“The full model yielded slightly better indices (AIC = 46.58 vs. 47.24;BIC = 50.58vs. 49.91),but the improvement in log-likelihood was not significant (LRT = 2.66, p = 0.103).”
Quote in the paperSubstantial claim - Interpretationown data
Taken together, these analyses support the robustness of the findings across quality thresholds, dependence assumptions, publication types, and alternative modelling strategies.
“Taken together, these analyses support the robustness of the findings across quality thresholds, dependence assumptions, publication types, and alternative modelling strategies.”
Quote in the paperSubstantial claim - Interpretationown data
The substantial heterogeneity observed cannot be explained by educational level, competitiveness of the design, or methodological quality.
“indicating that the substantial heterogeneity observed cannot be explained by these broad characteristics.”
Quote in the paperSubstantial claim - Interpretationreasoning
Variability in gamification outcomes reflects practical and contextual design differences.
“Collectively, this suggests that variability in gamification outcomes reflects practical and contextual design differences.”
Quote in the paperSubstantial claim - Study design and conductown data
The outlier effect from Vandercruysse et al. (2015) had minimal impact on the overall model (Cook's Distance = 0.011; DFBETAS = -0.11; Hat Value = 0.010).
“but diagnostics indicated minimal impact on the overall model (Cook's Distance = 0.011; DFBETAS = -0.11;Hat Value = 0.010).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Vandercruysse et al. (2015)
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- Interpretationreasoning
The limited number of studies, together with substantial heterogeneity in study designs and reporting practices, prevents strong conclusions regarding comparative methodological quality across publication types.
“The limited number of studies, together with substantial heterogeneity in study designs and reporting practices, prevents strong conclusions regarding comparative methodological quality across publication types.”
Quote in the paperSubstantial claim - Interpretationreasoning
Poorly aligned or overly competitive designs may undermine students' needs.
“Poorly aligned or overly competitive designs may undermine these same needs.”
Quote in the paperSubstantial claim - Interpretationcitation
Current evidence does not suggest that gamification functions differently in mathematics compared with other subjects.
“Importantly, current evidence does not suggest that gamification functions differently in mathematics compared with other subjects.”
Quote in the paperSubstantial claim - Interpretationcitation
The effectiveness of gamification seems less dependent on domain and more on implementation quality.
“Thus, the effectiveness of gamification seems less dependent on domain and more on implementation quality.”
Quote in the paperSubstantial claim - Interpretationown data
Taken together, the findings indicate that gamification can meaningfully enhance motivation and engagement in mathematics when aligned with students' needs and preferences.
“Taken together, the findings indicate that gamification can meaningfully enhance motivation and engagement in mathematics when aligned with students' needs and preferences.”
Quote in the paperSubstantial claim - Interpretationcitation
Badges can serve not merely as extrinsic reinforcers but as informative feedback, signaling progress or mastery rather than control, thereby reinforcing competence and internal motivation.
“In this sense, badges, for example, can serve not merely as extrinsic reinforcers but as informative feedback, signaling progress or mastery rather than control, thereby reinforcing competence and internal motivation (Deci & Ryan, 2000;Reeve, 2012;Ryan & Deci, 2017).”
Quote in the paperNot a substantial claim0 of 3 sources checked
- Classified as probably not a substantial claim. 34
- May combine two claims. 88
- The quote only partly states this claim. 2
Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
PremisecitationGamification has emerged as a promising pedagogical strategy with potential to capture attention, foster active learning, and enrich learning experience, particularly in subjects where disengagement and low motivation are common.
“Gamification has emerged as a promising pedagogical strategy, with the potential to capture students' attention, foster active learning, and enrich the overall learning experience, particularly in subjects where disengagement and low motivation are common (Dichev & Dicheva, 2017).”
Quote in the paperNot a substantial claim1 of 1 sources checked- cites Dichev & Dicheva, 2017 source
May combine two claims.
PremisecitationIn mathematics, incorporating game elements into the curriculum can create more dynamic and interactive experiences, motivating students to participate more actively.
“In mathematics, incorporating game elements into the curriculum can create more dynamic and interactive experiences, motivating students to participate more actively (Sailer & Homner, 2020;Subhash & Cudney, 2018).”
Quote in the paperSubstantial claim1 of 2 sources checked- cites Sailer & Homner, 2020 source
The Motivational Learning Outcomes section reports small, significant effects of gamification on motivational and behavioral learning outcomes. The Learning Arrangement of the Comparison Group section also says gamification can create opportunities for active learning. These passages support the general point about motivation and participation, but they do not establish the claim specifically for mathematics curricula or show that mathematics lessons become more dynamic and interactive. (LLM, conf=0.86)
Experimental — accuracy not yet measured - cites Subhash & Cudney, 2018 source
Classified as probably not a substantial claim.
PremisecitationDigital and game-inspired strategies have emerged as promising approaches to improve mathematics learning in secondary and higher education.
“Digital and game-inspired strategies have emerged as promising approaches to face these challenges, providing innovative methods to improve mathematics learning in secondary and higher education contexts (Faure-Carvallo et al., 2022).”
Quote in the paperSubstantial claim1 of 1 sources checked- cites Faure-Carvallo et al., 2022 source
Section 3.2.1 (Beneficios didácticos; page unavailable) reports that adolescents using a digital game in mathematics classes were more engaged and performed better on skills taught by the game. The review concerns secondary education; it does not establish improved mathematics learning in higher education. (LLM, conf=0.87)
Experimental — accuracy not yet measured
May combine two claims.
PremisecitationGamified designs that balance difficulty and ability can help sustain motivation and foster a flow state.
“Gamified designs that balance difficulty and ability can help sustain motivation and foster a flow state (Khoshnoodifar et al., 2023;Oliveira et al., 2021).”
Quote in the paperNot a substantial claim1 of 2 sources checked- cites Khoshnoodifar et al., 2023
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- cites Oliveira et al., 2021 source
The review’s RQ 4 discussion (p. 4) reports that a challenge-oriented gamification design positively affected flow in one study, while other studies found no significant effect. It does not establish that balancing difficulty with ability sustains motivation; the reported outcome was intention to continue use, not motivation. (LLM, conf=0.83)
Experimental — accuracy not yet measured
May combine two claims.
PremisecitationSome studies show positive outcomes of gamification, while others report declines in motivation due to competition, poor design, or reduced novelty.
“While some studies show positive outcomes (e.g., Sailer & Homner, 2020), others report declines in motivation due to competition, poor design, or reduced novelty (e.g., Hanus & Fox, 2015;Santhanam et al., 2016).”
Quote in the paperSubstantial claim1 of 3 sources checkedMay combine two claims.
PremisecitationEarly mathematics emphasizes basic numeracy and playful learning, whereas later stages involve more abstract, demanding and advanced content, where math anxiety and declining motivation and engagement become especially salient.
“Whereas early mathematics emphasizes basic numeracy and playful learning, later stages involve more abstract, demanding and advanced content, where issues such as math anxiety and declining motivation and engagement become especially salient (Kaur et al., 2022;Pekrun et al., 2017).”
Quote in the paperSubstantial claim2 of 2 sources checked- cites Kaur et al., 2022 source
The Mathematics education and Student self-regulation factors sections report declining attitudes toward mathematics and increased anxiety around the primary-to-secondary transition. The section on implications of transition also reports declines in motivation and engagement among secondary students. The paper does not establish the claimed contrast between early numeracy and playful learning and later abstract content; its School-related and academic factors section says teaching practices, rather than increased content or workload, pose the greater transition challenge. The supplied passages have no page numbers. (LLM, conf=0.88)
Experimental — accuracy not yet measured - cites Pekrun et al., 2017 source
The Discussion (page unavailable) reports that math anxiety and other negative emotions predicted adolescents’ later math grades. The grade 5–9 descriptive table (page unavailable) also shows declining enjoyment and rising boredom. The paper does not compare playful early mathematics with more abstract later content, or establish a decline in motivation and engagement. (LLM, conf=0.84)
Experimental — accuracy not yet measured
May combine two claims.
PremisecitationThe ARCS Model aligns with gamification: attention via challenges or visual rewards, relevance via real-world goals, confidence via scaffolded levels, and satisfaction via immediate feedback or badges.
“The ARCS Model (i.e., Attention, Relevance, Confidence, and Satisfaction; Keller, 1987) also aligns with gamification.Attention can be captured through challenges or visual rewards; relevance by linking tasks to real-world goals; confidence by scaffolded levels; and satisfaction by immediate feedback or badges (Mese & Dursun, 2019;Özhan & Kocadere, 2020).”
Quote in the paperNot a substantial claim1 of 3 sources checked- cites Keller, 1987 source
- cites Mese & Dursun, 2019 source
The Discussion and Conclusion (page unavailable) links rewards and advancing through levels to the satisfaction dimension of the ARCS-V model. The Application and Progress Bar Leaderboard sections (pages unavailable) describe instant feedback, badges, and level-based activities. The paper does not make the claimed mappings from challenges or visual rewards to attention, real-world goals to relevance, or scaffolded levels to confidence. (LLM, conf=0.86)
Experimental — accuracy not yet measured - cites Özhan & Kocadere, 2020 source
May combine two claims.
PremisecitationGamification can encourage mastery via personal progress tracking or performance through competitive leaderboards.
“Gamification can encourage mastery via personal progress tracking, or performance through competitive leaderboards (Durmaz et al., 2022;Hakulinen & Auvinen, 2014).”
Quote in the paperNot a substantial claim1 of 2 sources checkedMay combine two claims.
PremisecitationIn mathematics, particularly at secondary and higher education levels, research remains scarce and often constrained by small samples or limited methodological rigor.
“In mathematics, particularly at the secondary and higher education levels, research remains scarce and often constrained by small samples or limited methodological rigor (Elmawati et al., 2023;Ratinho & Martins, 2023).”
Quote in the paperSubstantial claim2 of 2 sources checked- cites Elmawati et al., 2023 source
The Methods and Data section (page unavailable) reports a limited set of publications on gamification in mathematics learning, offering some support for the claim that this research is scarce. It does not establish that scarcity is particular to secondary or higher education, and neither that section nor the Limitations section assesses the studies' sample sizes or methodological rigor. (LLM, conf=0.74)
Experimental — accuracy not yet measured - cites Ratinho & Martins, 2023 source
The Results and discussion section reports only four studies of gamification and motivation among high-school students, which supports scarcity at the secondary level for that topic. It gives sample sizes of 22–683 across the reviewed studies, but does not characterize them as inadequate or establish that mathematics research at either educational level is scarce. The Conclusions section says the review did not evaluate study quality, so it cannot substantiate the claim about limited methodological rigor. (LLM, conf=0.82)
Experimental — accuracy not yet measured
Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
Study design and conductcitationThe review followed PRISMA guidelines and was registered in PROSPERO.
“This review followed the PRISMA guidelines (Page et al., 2021) and was registered in PROSPERO (ID-CRD42023481878).”
Quote in the paperNot a substantial claim1 of 1 sources checked- cites Page et al., 2021 source
May combine two claims.
Findingown dataEngagement was assessed far less frequently; only eight studies measured this construct, using either a unidimensional approach or specific subdimensions.
“Engagement was assessed far less frequently.Only eight studies measured this construct, using either a unidimensional approach (Boom-Cárcamo et al., 2024;Chen et al., 2018;Lee et al., 2023;Wang et al., 2024) or specific subdimensions such as study-skills and interaction engagement (Feroz et al., 2020;Pimentel et al., 2022), cognitive and emotional engagement (Santos-Guevara et al., 2024), or”
Quote in the paperNot a substantial claim1 of 3 sources checkedClassified as probably not a substantial claim. May combine two claims.
Study design and conductcitationThe quality of included studies was independently assessed by two authors using the Mixed Methods Appraisal Tool, with disagreements resolved through discussion.
“The quality of the included studies was independently assessed by two authors using the Mixed Methods Appraisal Tool (MMAT) (Hong et al., 2018).Disagreements were resolved through discussion.”
Quote in the paperSubstantial claim1 of 1 sources checked- cites Hong et al., 2018 source
May combine two claims.
FindingcitationRegarding Social Cognitive Theory, most studies documented improvements in self-efficacy beliefs in mathematics, although one study reported a decline.
“Regarding SCT, most studies documented improvements in self-efficacy beliefs in mathematics (García-Hernández & González-Ramírez, 2021;Hammad et al., 2022;McIntyre, 2023;Montero-Izquierdo et al., 2024;Robinson et al., 2023), although one study reported a decline (García-López et al., 2023).”
Quote in the paperNot a substantial claim2 of 2 sources checkedMay combine two claims.
FindingcitationMost studies using the ARCS model reported increases across all four dimensions (Attention, Relevance, Confidence, Satisfaction), with particularly high attention scores in one case.
“Most studies using the ARCS model reported increases across all four dimensions, Attention, Relevance, Confidence, and Satisfaction (Chen et al., 2023;Jiménez-Hernández et al., 2020;Zabala-Vargas et al., 2019, 2021), with particularly high attention scores in one case (Hernandez-Mena et al., 2024).”
Quote in the paperNot a substantial claim2 of 3 sources checked- cites Chen et al., 2023 source
The Methods > Instruments passage identifies Attention, Relevance, Confidence, and Satisfaction as the four factors in the ARCS-based motivation scale. The Results > Learning motivation analysis passage reports a significant increase in the experimental group’s overall motivation, but does not report increases for each factor separately. The particularly high attention scores are attributed to a different citation in the citing sentence, not to Chen et al. (2023). Page numbers are unavailable in our copy. (LLM, conf=0.86)
Experimental — accuracy not yet measured - cites Jiménez-Hernández et al., 2020 source
Table 7 (shown under §8) reports higher experimental-group means than control-group means for all four ARCS dimensions. However, §7.2 reports statistically significant differences only for Attention, Relevance, and Satisfaction; Confidence was not significant. The questionnaire was administered only at posttest (§6.3), so the paper does not establish increases over time. (LLM, conf=0.86)
Experimental — accuracy not yet measured - cites Hernandez-Mena et al., 2024
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
May combine two claims. The quote only partly states this claim.
FindingcitationAlthough engagement was assessed less frequently, findings were generally positive: higher engagement levels, active participation, strong cognitive and emotional engagement, and greater intentions to engage when motivated; however, lower engagement was reported among low-performing students, and one study found no significant differences between gamified and traditional groups.
“Although engagement was assessed less frequently, findings were generally positive.Higher engagement levels were observed following gamification (Boom-Cárcamo et al., 2024), including active participation in tasks (Feroz et al., 2020) and strong cognitive and emotional engagement (Santos-Guevara et al., 2024).Students also reported greater intentions to engage when they felt motivated (Aljamaan et”
Quote in the paperSubstantial claim1 of 3 sources checked- cites Boom-Cárcamo et al., 2024 source
- cites Lee et al., 2023 source
Split into 2 atoms — 0 confirmed, 2 partially supported, 0 disputed, 0 misattributed, 0 unverifiable. Expand the claim to see per-atom verdicts.
Experimental — accuracy not yet measured - cites Chen et al., 2018
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
May combine two claims.
FindingcitationMotivation was predominantly examined through SDT, followed by SCT and the ARCS model.
“motivation was predominantly examined through SDT, followed by SCT and the ARCS model, confirming SDT's role as the dominant framework (Alsawaier, 2018;Ratinho & Martins, 2023).”
Quote in the paperNot a substantial claim1 of 2 sources checked- cites Alsawaier, 2018 source
- cites Ratinho & Martins, 2023 source
The Conclusions identify self-determination theory (SDT) as the most frequently explored theory, and the RQ1 results report its use in 13 studies. The Discussion mentions social learning theory and the ARCS model, but does not establish that SCT was the second most examined framework, ahead of ARCS; it says self-efficacy was relatively little explored. (LLM, conf=0.86)
Experimental — accuracy not yet measured
May combine two claims.
Findingown dataOverall, the majority of the 45 studies reported positive effects of gamification on motivation and engagement in mathematics; only four studies reported negative effects, relating to intrinsic/extrinsic motivation or engagement.
“Overall, the majority of the 45 studies included in this review reported positive effects of gamification on motivation and engagement in mathematics.Only four studies reported negative effects, relating to intrinsic/extrinsic motivation (Reyssier et al., 2022;Vandercruysse et al., 2015) or engagement (Lee et al., 2023).”
Quote in the paperSubstantial claim1 of 3 sources checked- cites Reyssier et al., 2022 source
- cites Vandercruysse et al., 2015
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- cites Lee et al., 2023 source
Lee et al. report in the Conclusions that the increase in interest in mathematics was minimal and that the course was less effective for lower-level students. The results also describe low interest in gamification-only modules, but do not establish a negative effect on engagement; game-based modules generally drew higher interest. The count of four studies is the citing review’s own finding, not a finding attributed specifically to Lee et al. (LLM, conf=0.82)
Experimental — accuracy not yet measured
May combine two claims. The quote only partly states this claim.
PremisecitationCollaborative rankings/team tasks can be experienced as challenging/competence by social learners and learners with high initial amotivation, and by intrinsic motivators.
“| Collaborative rankings/ | Social learners and | Can be demotivating to | García-López et al. |”
Quote in the paperNot a substantial claim1 of 2 sources checked- cites García-López et al. (2023) source
The Introduction (page unavailable) says collaborative work can increase students’ motivation through social relationships, and that levels and scores can support competence. It does not establish how collaborative rankings or team tasks are experienced by social learners, learners with high initial amotivation, or intrinsically motivated learners. (LLM, conf=0.82)
Experimental — accuracy not yet measured - cites Marinho et al. (2025) source
May combine two claims.
FindingcitationLeaderboards boosted motivation for some while reducing autonomy for others (Ortiz-Rojas et al., 2025).
“or leaderboards boosting motivation for some while reducing autonomy for others (Ortiz-Rojas et al., 2025).”
Quote in the paperNot a substantial claim1 of 1 sources checked- cites Ortiz-Rojas et al., 2025 source
The Results (page unavailable) include a student saying the leaderboard prompted them to study and report interview themes suggesting competition was detrimental to autonomous motivation. But the study did not establish that autonomy declined for a distinct group of students; the Discussion (page unavailable) says its leaderboard design did not produce a significant change in autonomous motivation. (LLM, conf=0.85)
Experimental — accuracy not yet measured
May combine two claims.
PremisecitationTimer/time pressure can be demotivating to learners high in intrinsic motivation, possibly increasing anxiety or undermining autonomy.
“| | initial amotivation; | motivation (may increase | Reyssier et al. |”
Quote in the paperNot a substantial claim2 of 3 sources checked- cites Lee et al. (2023) source
The Literature Review discusses autonomy as a factor in motivation, and the Conclusions discuss how students with different motivation levels respond to gamification. Neither section addresses whether timers or time pressure demotivate highly intrinsically motivated learners, increase anxiety, or undermine autonomy (searched: timer, time pressure, anxiety, autonomy). (LLM, conf=0.74)
Experimental — accuracy not yet measured - cites Reyssier et al. (2022) source
- cites Saleh Alabdulaziz (2023) source
The Discussion (page unavailable) describes timed escape-room tasks as exciting and reports improved motivation; it does not examine learners high in intrinsic motivation. The Results and Discussion (pages unavailable) address anxiety and autonomy, but do not link either to timer pressure. Searches for intrinsic motivation and time-pressure effects found no passage establishing the claimed possibility. (LLM, conf=0.74)
Experimental — accuracy not yet measured
May combine two claims.
PremisecitationRewards can be demotivating to learners high in intrinsic motivation, possibly increasing extrinsic motivation behaviors.
“| | extrinsic motivation | motivation (may increase | (2023); Vander- |”
Quote in the paperNot a substantial claim1 of 3 sources checked- cites Robinson et al. (2023) source
The Introduction describes a reward hidden in a red envelope, and §3.2.2 measures students’ interest and enjoyment. Neither passage addresses whether rewards demotivate learners with high intrinsic motivation or increase extrinsically motivated behavior. Searches for those terms found no passage making that claim; page numbers were unavailable in our copy. (LLM, conf=0.76)
Experimental — accuracy not yet measured - cites Vandercruysse et al. (2015)
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- cites Zabala Vargas et al. (2019) source
Probably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationRewards can be experienced as challenging/competence by learners with high extrinsic motivation.
“| Rewards | Learners with high | Learners high in intrinsic | Robinson et al. |”
Quote in the paperNot a substantial claim1 of 3 sources checked- cites Robinson et al. (2023) source
The Introduction describes a reward unlocked by completing challenges, and the Results report participants’ perceived competence after the exercise. Neither passage distinguishes learners by extrinsic motivation or shows that highly extrinsically motivated learners experienced the reward as a challenge or a source of competence. (LLM, conf=0.75)
Experimental — accuracy not yet measured - cites Vandercruysse et al. (2015)
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- cites Zabala Vargas et al. (2019) source
May combine two claims.
Findingown dataThe systematic review indicates that gamification supports motivation and engagement, with only four studies reporting negative effects.
“The systematic review indicates that gamification supports motivation and engagement, with only four studies reporting negative effects.”
Quote in the paperSubstantial claimMay combine two claims.
Findingnone givenMost interventions used digital platforms (e.g., Kahoot!; Classcraft) and common game elements such as points, leaderboards and instant feedback.
“Most interventions used digital platforms (e.g., Kahoot!; Classcraft) and common game elements such as points, leaderboards and instant feedback.”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown dataMotivation was assessed more consistently than engagement, which could not be included in the meta-analysis due to lack of validated measures.
“Motivation was assessed more consistently than engagement that could not be included in the meta-analysis due to the lack of validated measures.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
Findingown dataThe review identified 45 studies for qualitative synthesis and 11 for meta-analysis.
“A literature search (April 2025) followed by an updated search (November 2025) across ten databases identified 45 studies for qualitative synthesis and 11 for meta-analysis.”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown dataAmong the 45 studies, the combined sample comprised 4,345 students, including 2,435 from higher education and 1,910 from secondary school, with ages ranging from 13 to 38 years.
“Among the 45 studies included in the qualitative analysis, the combined sample comprised a total of 4,345 students, including 2,435 from higher education and 1,910 from secondary school, with ages ranging from 13 to 38 years.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
Findingown dataRegarding education level, 17 articles focused on secondary school students, while 28 articles targeted higher education populations.
“Regarding education level, 17 articles focused on secondary school students, while 28 articles target higher education populations.”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown dataOf these, 11 studies (9 journal articles and 2 conference papers) met the criteria for the meta-analysis, while the remaining records were excluded due to absence of control groups (n = 30) or incomplete statistical data (n = 4).
“Of these, 11 studies (9 journal articles and 2 conference papers) met the criteria for the meta-analysis, while the remaining records were excluded due to the absence of control groups (n = 30) or incomplete statistical data (n = 4).”
Quote in the paperSubstantial claimMay combine two claims.
Findingown dataIn total, 45 studies were included in the qualitative synthesis: 30 peer-reviewed journal articles, 14 conference papers, and one book chapter.
“In total, 45 studies were included in the qualitative synthesis: 30 peer-reviewed journal articles, 14 conference papers, and one book chapter (Fig. 1).”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown dataMost studies scored 60% (n = 26), followed by 80% (n = 10) and 40% (n = 7); one study scored 100% and another scored 20%.
“Most studies scored 60% (n = 26), followed by 80% (n = 10) and 40% (n = 7); one study scored 100% and another scored 20%.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
Findingown dataPublication dates for included studies ranged from 2015 to 2025, showing a significant increase beginning in 2021, with the highest number in 2023.
“Publication dates for the included studies ranged from 2015 to 2025, showing a significant increase beginning in 2021 (Fig. 2).The highest number of publications was recorded in 2023.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Findingown dataFor studies that reported mean age, the mean participant age was 17.92 years (SD = 2.35).
“Although several studies did not report the mean age, for the studies that reported it, the mean participant age was 17.92 years (SD = 2.35).”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown dataThe ARCS model was common (n = 6), and Social Cognitive Theory was used to assess self-efficacy beliefs (n = 8).
“The ARCS model was also common, capturing Attention, Relevance, Confidence, and Satisfaction (n = 6), while SCT was used to assess self-efficacy beliefs (n = 8).”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
Findingown dataMost articles addressed general Mathematics (n = 27), followed by Statistics (n = 8) and Calculus (n = 5).
“Most articles addressed general Mathematics (n = 27) followed by Statistics (n = 8) and Calculus (n = 5) subjects.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Findingown dataKahoot! emerged as the most used tool, appearing in 9 studies.
“Kahoot!emerged as the most used tool, appearing in 9 studies (n = 9).”
Quote in the paperNot a substantial claimMay combine two claims.
FindingcitationWithin Self-Determination Theory, most studies found increases in both intrinsic and extrinsic motivation, but two studies reported declines in both types, and one found high motivational levels but no significant gains compared with a control group.
“Within the SDT framework, most studies found increases in both intrinsic and extrinsic motivation (Khalid & Zainuddin, 2020;Kickmeier-Rust & Niggli, 2023;Ooge et al., 2024;Robinson et al., 2023).However, two studies reported declines in both types of motivation (Reyssier et al., 2022;Vandercruysse et al., 2015), and one found high motivational levels, but no significant gains compared with a”
Quote in the paperNot a substantial claim0 of 3 sources checkedMay combine two claims.
Findingown dataThe most frequent game elements were points (n = 34), leaderboards (n = 31), feedback (n = 26), and levels (n = 23); badges (n = 12), timers (n = 14), and rewards (n = 11) also appeared consistently, while missions (n = 3), narrative (n = 8), and progress bars (n = 6) were less common.
“According to that, the most frequent elements were points (n = 34), leaderboards (n = 31), feedback (n = 26), and levels (n = 23).Badges (n = 12), timers (n = 14), and rewards (n = 11) also appeared consistently, while missions (n = 3), narrative (n = 8), and progress bars (n = 6) were less common.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
Findingown dataThe included studies originated from 23 countries, with largest representation from Mexico and Spain (n = 5 each), followed by the United States of America (n = 4).
“The included studies originated from 23 countries, with the largest representation from Mexico and Spain (n = 5, each), followed by the United States of America (n = 4).”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Findingown dataAn updated search conducted on November 10 (2025) identified one additional eligible study.
“An updated search conducted on November 10 (2025) identified one additional eligible study.”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown dataThe most frequent methodological issues involved lack of randomization, limited control of confounders, incomplete reporting, and insufficient methodological detail.
“The most frequent methodological issues involved lack of randomization, limited control of confounders, incomplete reporting, and insufficient methodological detail (see Online Resource 3).”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown dataPeer-reviewed articles showed the full range of MMAT scores (20%-100%), whereas conference papers were mostly rated 60% (n = 8) or 80% (n = 2), with one paper at 40%; the single book chapter scored 60%.
“When examined by publication type, peer-reviewed articles showed the full range of scores (20%-100%), whereas conference papers were mostly rated 60% (n = 8) or 80% (n = 2), with one paper at 40%.The single book chapter scored 60%.”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown dataMotivation was assessed either as a unidimensional construct (n = 16) or as a multidimensional construct grounded in established motivational theories.
“Motivation was assessed either as a unidimensional construct, treated as a general drive to learn and measured through a single global factor (n = 16), or as a multidimensional construct grounded in established motivational theories.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Findingnone givenA snowballing procedure yielded no additional studies.
“A snowballing procedure yielded no additional studies.”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown dataVarying the assumed within-study correlation (rho = 0.30, 0.60, 0.90) produced similar estimates, indicating results are stable across different dependence assumptions.
“First, varying the assumed within-study correlation (ρ = 0.30, 0.60, 0.90) produced similar estimates (Table 3), indicating that the results are stable across different dependence assumptions.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Findingown dataTable 2 shows that behavioral (n = 6) and emotional (n = 4) engagement indicators are the most frequent.
“Table 2 summarizes these indicators and their theoretical categorization and shows that behavioral (n = 6) and emotional (n = 4) are the most frequent.”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown dataThree moderators were tested using the CHE model with RVE: educational level, methodological quality (MMAT), and presence of competitive elements; none explained a significant proportion of between-effect variation.
“Three moderators were tested using the CHE model with RVE (CR2-adjusted standard errors): educational level, methodological quality (MMAT), and the presence of competitive elements.None explained a significant proportion of betweeneffect variation.”
Quote in the paperSubstantial claim- Rests on an assumption: The 11 studies included in the meta-analysis are independent.
May combine two claims.
Findingown dataAcross 45 studies with 4,345 participants, most interventions targeted core mathematical topics such as algebra, calculus, statistics and used quasi-experimental designs.
“Across 45 studies with 4,345 participants, most interventions targeted core mathematical topics such as algebra, calculus, statistics and used quasi-experimental designs.”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown dataA random-effects model using a single aggregated effect per study (g = 0.416, 95% CI [0.160, 0.672]) and a model restricted to peer-reviewed studies (g = 0.364, 95% CI [-0.009, 0.736]) were closely aligned with the primary CHE-RVE estimate.
“Additionally, two alternative model specifications were examined: a random-effects model using a single aggregated effect per study (g = 0.416, 95% CI [0.160, 0.672]) and a model restricted to peer-reviewed studies (g = 0.364, 95% CI [-0.009, 0.736]), both were closely aligned with the primary CHE-RVE estimate.”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown dataGamification type (competitive vs non-competitive) did not moderate the effects (beta = 0.02, SE = 0.31, t(7.89) = 0.05, p = .959); the intercept for competitive designs showed a moderate effect (beta = 0.38, SE = 0.17) but did not reach statistical significance (p = .081).
“Finally, gamification type (competitive vs non-competitive), coded based on explicit references to leaderboards, ranking systems, or social comparison mechanisms, did not moderate the effects (β = 0.02, SE = 0.31, t(7.89) = 0.05, p =.959).The intercept for competitive designs showed a moderate effect (β = 0.38, SE = 0.17), although it did not reach statistical significance (p =.081).”
Quote in the paperSubstantial claim- Rests on an assumption: The 11 studies included in the meta-analysis are independent.
May combine two claims.
Findingown dataThe three-level CHE model indicated substantial heterogeneity: 31.56% of total variance was between-study (Level 3), 49.18% within-study (Level 2), and overall I2 was 80.74%.
“The three-level CHE model indicated substantial heterogeneity.Variance decomposition showed that 31.56% of the total variance was attributable to between-study differences (Level 3), whereas 49.18% reflected within-study heterogeneity (Level 2) arising from multiple correlated outcomes reported within the same studies.The overall I 2 was 80.74%, indicating that most of the observed variability”
Quote in the paperSubstantial claim- Rests on an assumption: The 11 studies included in the meta-analysis are independent.
May combine two claims.
Findingown dataTwo of the negative-effect studies were conducted in secondary education and two in higher education, with negative outcomes observed in general mathematics (n = 2), calculus (n = 1), and algebra (n = 1).
“Two of these studies were conducted in secondary education and two in higher education, with negative outcomes observed in general mathematics (n = 2), calculus (n = 1), and algebra (n = 1).”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown dataExcluding lower-quality studies (MMAT 60% or less) yielded a less precise but statistically consistent estimate (g = 0.107, 95% CI [-0.368, 0.581]) relative to the main model, with substantial overlap in confidence intervals.
“Second, to examine the influence of methodological quality, we excluded the lower-quality studies.As no study scored below 50% on the MMAT, the next meaningful threshold (MMAT ≤ 60%) was applied.Removing these studies yielded a less precise but statistically consistent estimate (g = 0.107, 95% CI [-0.368, 0.581]) relative to the main model, with substantial overlap in confidence intervals.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
FindingcitationGame elements most frequently implemented were points, leaderboards, and rewards, often through platforms such as Kahoot!.
“Game elements most frequently implemented were points, leaderboards, and rewards, often through platforms such as Kahoot!(Feroz et al., 2020;Stoyanova et al., 2018)”
Quote in the paperNot a substantial claim0 of 2 sources checkedMay combine two claims.
Findingown dataEducational level did not differentiate effect sizes between secondary (n = 6) and higher education (n = 5) studies, with a nonsignificant contrast term (beta = 0.10, SE = 0.30, t(7.08) = 0.33, p = .751); the intercept for higher education was also nonsignificant (beta = 0.33, SE = 0.23, p = .240).
“Educational level did not differentiate effect sizes between secondary (n = 6) and higher education (n = 5) studies, with a nonsignificant contrast term (β = 0.10, SE = 0.30, t(7.08) = 0.33, p =.751).The intercept representing higher education studies was also nonsignificant (β = 0.33, SE = 0.23, p =.240).”
Quote in the paperSubstantial claim- Rests on an assumption: The 11 studies included in the meta-analysis are independent.
May combine two claims.
Findingown dataAcross the 45 included studies, gamified strategies were often associated with improvements in students' motivation and engagement, although a small number of studies (n = 4) reported negative effects.
“Across the 45 included studies, gamified strategies were often associated with improvements in students´ motivation and engagement, although a small number of studies (n = 4) reported negative effects.”
Quote in the paperSubstantial claim- Rests on an assumption: The quasi-experimental designs of most included studies provide valid estimates of gamification's causal effect on motivation and engagement.
May combine two claims.
FindingcitationBoom-Cárcamo et al. (2024) observed increased collaboration and persistence during mathematical problem-solving.
“Boom-Cárcamo et al. (2024) similarly observed increased collaboration and persistence during mathematical problem-solving.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Boom-Cárcamo et al. (2024) source
May combine two claims.
Findingown dataSubstantial heterogeneity was observed across studies, and limited data were available to assess engagement effects.
“However, substantial heterogeneity was observed across studies, and limited data were available to assess engagement effects.”
Quote in the paperSubstantial claimMay combine two claims.
Findingown dataMost studies relied on non-validated (e.g., ad hoc surveys) or indirect measures of engagement, which prevented its inclusion in the quantitative synthesis.
“Most studies relied on non-validated (e.g., ad hoc surveys) or indirect measures of engagement, which prevented its inclusion in the quantitative synthesis.”
Quote in the paperSubstantial claimMay combine two claims.
Findingown dataBased on 11 studies, the meta-analytic CHE model using RVE indicated a statistically significant positive effect of gamification on motivation (g = 0.383), representing a small to moderate increase in motivational outcomes for students exposed to gamified mathematics instruction.
“Based on 11 studies, the meta-analytic CHE model using RVE indicated a statistically significant positive effect of gamification on motivation (g = 0.383), representing a small to moderate increase in motivational outcomes for students exposed to gamified mathematics instruction.”
Quote in the paperSubstantial claim- Rests on an assumption: The effect sizes from the 11 studies included in the meta-analysis measure the same underlying construct of motivation and are comparable enough to be pooled.
- Rests on an assumption: The quasi-experimental designs of most included studies provide valid estimates of gamification's causal effect on motivation and engagement.
Probably not a substantial claim: may not pass S3 (load-bearing).
Findingnone givenSome included studies (e.g., conference papers, book chapters) may not have undergone full peer review.
“Some included studies (e.g., conference papers, book chapters) may not have undergone full peer review.”
Quote in the paperNot a substantial claimMay combine two claims.
Findingnone givenEngagement was rarely measured using validated tools and comparing an experimental group to a control group, preventing a meta-analytic synthesis of this construct.
“Engagement was rarely measured using validated tools and comparing an experimental group to a control group, preventing a meta-analytic synthesis of this construct.”
Quote in the paperSubstantial claimMay combine two claims.
FindingcitationChen et al. (2018) found higher participation but no meaningful change in perceived engagement.
“In contrast, Chen et al. (2018) found higher participation but no meaningful change in perceived engagement”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Chen et al. (2018)
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
May combine two claims.
Interpretationown dataOverall, gamification appears promising for enhancing motivation and engagement in mathematics when designs are aligned with students' needs, balancing competition with mastery and cooperation.
“Overall, gamification appears promising for enhancing motivation and engagement in mathematics when designs are aligned with students' needs, balancing competition with mastery and cooperation.”
Quote in the paperSubstantial claimMay combine two claims.
PremisecitationMathematics is perceived by many students as challenging and demotivating, associated with high anxiety, disengagement, and lack of motivation.
“Mathematics has long been noticed by many students as a challenging and demotivating subject, regularly associated with high levels of anxiety, disengagement, and lack of motivation (Liebendörfer & Schukajlow, 2017).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Liebendörfer & Schukajlow, 2017 source
Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
Study design and conductnone givenThe review followed PRISMA 2020 guidelines with a pre-registered protocol, and study quality was appraised with the Mixed Methods Appraisal Tool.
“The review followed PRISMA 2020 guidelines with a pre-registered protocol, and study quality was appraised with the Mixed Methods Appraisal Tool.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S2 (checkable). May combine two claims.
InterpretationreasoningThese gaps make it difficult to draw firm conclusions and highlight the need for a systematic synthesis of available evidence in these contexts.
“These gaps make it difficult to draw firm conclusions and highlight the need for a systematic synthesis of available evidence in these contexts.”
Quote in the paperNot a substantial claimMay combine two claims.
PremisecitationNumerous studies have examined gamification in education, but findings remain mixed; some report improvements in intrinsic motivation and engagement, others limited or inconsistent effects.
“Numerous studies have examined the effects of gamification in education, but findings remain mixed.While some report improvements in intrinsic motivation and engagement, others suggest that these effects are limited or inconsistent (e.g., Hanus & Fox, 2015).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Hanus & Fox, 2015 source
Probably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationAccording to Self-Determination Theory, satisfaction of autonomy, competence, and relatedness is essential to fostering intrinsic motivation.
“According to SDT, the satisfaction of autonomy, competence, and relatedness is essential to fostering intrinsic motivation (Deci & Ryan, 2000;Ryan & Deci, 2000, 2017).”
Quote in the paperNot a substantial claim0 of 2 sources checked- cites Deci & Ryan, 2000 source
- cites Ryan & Deci, 2000, 2017
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
Probably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationAccording to Social Cognitive Theory, self-efficacy beliefs play a central role in shaping motivation, influencing choices, effort, and persistence.
“According to SCT (Bandura, 1977), self-efficacy beliefs play a central role in shaping motivation, influencing the choices individuals make, the effort they invest, and their persistence in the face of challenges.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Bandura, 1977 source
Probably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationAchievement Goal Theory distinguishes mastery goals focused on learning from performance goals focused on comparison.
“AGT (Dweck, 1986) distinguishes mastery goals focused on learning, from performance goals focused on comparison.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Dweck, 1986 source
May combine two claims.
PremisecitationLeaderboard features emphasizing constant peer comparison may undermine self-efficacy, particularly for lower-ranked students, unless carefully framed to support personal progress and collaboration.
“In contrast, leaderboard features that emphasize constant peer comparison may undermine self-efficacy, particularly for lower-ranked students, unless carefully framed to support personal progress and collaboration (Santhanam et al., 2016).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Santhanam et al., 2016 source
May combine two claims.
PremisecitationGamified design elements can be aligned with Self-Determination Theory psychological needs: points and levels may enhance competence, avatars and team leaderboards may strengthen relatedness, and task or difficulty choice may support autonomy.
“Gamified design elements can be aligned with these psychological needs, as points and levels may enhance perceptions of competence through progress feedback; avatars and collaborative features such as team leaderboards can strengthen relatedness; and opportunities to select tasks or difficulty levels may support autonomy (Hakulinen & Auvinen, 2014;Hanus & Fox, 2015;Jones et al., 2023).”
Quote in the paperNot a substantial claim0 of 3 sources checkedProbably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationFlow Theory suggests students achieve optimal engagement when challenges match skills.
“Finally, Flow Theory (Csikszentmihalyi, 1990) suggests students achieve optimal engagement when challenges match skills.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Csikszentmihalyi, 1990
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
Probably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationThe most accepted framework for engagement is the multidimensional model including behavioral, emotional, and cognitive components.
“The most accepted framework for engagement is the multidimensional model (Fredricks et al., 2004), which includes three interrelated components: behavioral engagement (participation and effort), emotional engagement (feelings like interest or frustration), and cognitive engagement (mental investment and learning strategies).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Fredricks et al., 2004 source
Classified as probably not a substantial claim.
Study design and conductreasoningFor inclusion in quantitative analysis, studies had to compare a gamified group with a control group receiving traditional non-gamified instruction.
“Additionally, for inclusion in the quantitative analysis, studies had to compare a gamified group with a control group receiving traditional non-gamified instruction (e.g., standard exercises).”
Quote in the paperSubstantial claimMay combine two claims.
Study design and conductcitationTests for publication bias accounted for dependency among effect sizes, using a funnel plot, an Egger-type meta-regression with RVE, and PET-PEESE estimators with RVE.
“Tests for publication bias accounted for dependency among effect sizes.A funnel plot was generated using one aggregated effect per study, followed by an Egger-type meta-regression with RVE.PET-PEESE estimators (with RVE) were also used to obtain bias-adjusted effects under scenarios of zero or non-zero true effects (Stanley & Doucouliagos, 2014).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Stanley & Doucouliagos, 2014 source
Classified as probably not a substantial claim.
Study design and conductown dataStudies were selected using predefined inclusion and exclusion criteria framed by the PICO model.
“Studies were selected using predefined inclusion and exclusion criteria, framed by the PICO model: Population-secondary and higher education students in mathematics; Intervention-gamification strategies; Comparison-traditional, non-gamified instruction; Outcomes-effects on motivation and engagement.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Study design and conductcitationInfluence diagnostics (Cook's distance, DFBETAS, hat values) were computed to evaluate whether individual effects disproportionately affected model estimates.
“Influence diagnostics (Cook's distance, DFBETAS, hat values) were computed to evaluate whether individual effects disproportionately affected model estimates (Viechtbauer & Cheung, 2010).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Viechtbauer & Cheung, 2010 source
Classified as probably not a substantial claim.
Study design and conductcitationModerator analyses were limited to single-moderator models due to the small number of clusters (k = 11).
“Moderator analyses were limited to single-moderator models due to the small number of clusters (k = 11), as recommended for RVE applications (Harrer et al., 2021).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Harrer et al., 2021 source
Probably not a substantial claim: may not pass S3 (load-bearing).
Study design and conductcitationBetween and within-study heterogeneity were quantified using variance decomposition, Cochran's Q, and the I2 statistic.
“Between and within-study heterogeneity were quantified using variance decomposition, Cochran's Q, and the I 2 statistic (Higgins & Thompson, 2002).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Higgins & Thompson, 2002 source
Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
Study design and conductown dataSensitivity analyses were performed using alternative within-study correlations (rho = .30, .90) and three alternative model specifications: a random-effects model with a single aggregated effect per study, a model restricted to peer-reviewed journal articles only, and a quality-based sensitivity analysis excluding studies scoring 60% or less on the MMAT.
“The working covariance matrix assumed ρ =.60, with sensitivity analyses conducted using ρ =.30 and ρ =.90 to assess robustness.Additional sensitivity analyses were performed using three alternative model specifications: a random-effects model with a single aggregated effect per study; a model restricted to peer-reviewed journal articles only; a quality-based sensitivity analysis excluding studies”
Quote in the paperNot a substantial claimClassified as probably not a substantial claim.
Study design and conductnone givenSearches were conducted in ten databases: Scopus, ERIC, IEEE Xplore, MathSciNet, PsycINFO, Web of Science Core Collection, Zentralblatt MATH, ArXiv, Psychology and Behavioral Sciences Collection, and JSTOR.
“Searches were conducted in Scopus, ERIC, IEEE Xplore, MathSciNet, PsycINFO, Web of Science Core Collection, Zentralblatt MATH, ArXiv, Psychology and Behavioral Sciences Collection, and JSTOR, ensuring broad coverage of gamification research in mathematics education.”
Quote in the paperSubstantial claimClassified as probably not a substantial claim. May combine two claims.
Study design and conductnone givenThe studies were independently assessed in multiple stages by two authors, with discrepancies resolved through consensus.
“The studies were independently assessed in multiple stages by two authors, with discrepancies resolved through consensus.”
Quote in the paperSubstantial claimMay combine two claims.
Interpretationown dataThe meta-analysis was well powered to detect moderate-to-large effects but underpowered for small effects.
“Thus, the meta-analysis was well powered to detect moderate-to-large effects but underpowered for small effects, a common limitation in meta-analyses with relatively few studies (Valentine et al., 2010).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Valentine et al., 2010 source
May combine two claims.
Study design and conductcitationAn a priori power analysis based on 11 included studies and average group sizes (n1=44; n2=35) estimated power of 61.82% for small effects (d=0.20), 99.43% for moderate effects (d=0.50), and 100% for large effects (d=0.80).
“An a priori power analysis was conducted to estimate the statistical power of the meta-analysis (Harrer et al., 2021), based on the 11 included studies and the average group sizes (n₁ = 44; n₂ = 35).Assuming a random-effects model with moderate heterogeneity, power was 61.82% for small effects (d = 0.20), 99.43% for moderate effects (d = 0.50), and 100% for large effects (d = 0.80).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Harrer et al., 2021 source
May combine two claims.
Study design and conductcitationBecause effect sizes within studies are statistically dependent, a three-level Correlated and Hierarchical Effects model with Robust Variance Estimation was used, estimating random effects at study and within-study levels and providing small-sample-adjusted standard errors and confidence intervals.
“Because effect sizes within studies are statistically dependent, a three-level Correlated and Hierarchical Effects (CHE) model with Robust Variance Estimation (RVE) was used.This approach estimates random effects at both the study and within-study levels and provides small-sample-adjusted standard errors and confidence intervals (Harrer et al., 2021;Pustejovsky & Tipton, 2022).”
Quote in the paperSubstantial claim0 of 2 sources checkedMay combine two claims.
Study design and conductown dataEgger's regression with RVE found a non-significant intercept (b = .767, SE = 1.98, t(4.71) = .39, p = .715) and a non-significant slope (b = -1.597, SE = 8.78, t(4.65) = -.18, p = .863).
“The regression intercept was non-significant (b =.767, SE = 1.98, t (4.71) =.39, p =.715), and the slope was also non-significant (b = -1.597,SE = 8.78, t (4.65) = -.18,p =.863).”
Quote in the paperSubstantial claimMay combine two claims.
Interpretationown dataGamification has meaningful potential in mathematics, where motivation is often difficult to sustain.
“This indicates that gamification has meaningful potential in mathematics, where motivation is often difficult to sustain.”
Quote in the paperSubstantial claimMay combine two claims.
Interpretationown dataThese results suggest no evidence of funnel plot asymmetry or small-study effects.
“These results suggest no evidence of funnel plot asymmetry or smallstudy effects.”
Quote in the paperNot a substantial claimMay combine two claims.
Study design and conductown dataThe funnel plot based on aggregated data per study appeared symmetric, although some dispersion was noted among studies.
“A funnel plot based on aggregated data per study appeared symmetric, although some dispersion was noted among studies (Fig. 5).”
Quote in the paperSubstantial claimMay combine two claims.
Study design and conductown dataPET-PEESE analysis yielded non-significant intercepts (p = .715 and p = .585), suggesting no clear evidence of small-study effects or publication bias.
“Both models yielded non-significant intercepts (p =.715 and p =.585, respectively), suggesting no clear evidence of small-study effects or publication bias.”
Quote in the paperNot a substantial claimMay combine two claims.
Study design and conductreasoningBecause engagement measures could not be synthesized meta-analytically due to absence of validated instruments and lack of experimental-control comparisons, reported outcomes were organized into behavioral, emotional, and cognitive engagement following multidimensional frameworks.
“Because engagement measures could not be synthesized meta-analytically, given the absence of validated instruments and the lack of studies with experimental-control comparisons, the reported outcomes were organized into behavioral, emotional, and cognitive engagement, following multidimensional frameworks (Fredricks et al., 2004).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Fredricks et al., 2004 source
May combine two claims.
InterpretationreasoningAvailable evidence points that mastery-oriented structures, gradual progression through increasing levels of difficulty and the use of individual progress indicators may be more effective for sustaining motivation.
“Available evidence point that mastery-oriented structures, gradual progression through increasing levels of difficulty and the use of individual progress indicators may be more effective for sustaining motivation (see Table 4).”
Quote in the paperSubstantial claimMay combine two claims.
InterpretationcitationPerceptions of competition, autonomy and failure can differ across cultural and demographic groups, implying that gamification may require cultural adaptation, gender-sensitive adjustments or consideration of sociodemographic factors to ensure equitable benefits.
“Perceptions of competition, autonomy and failure can differ across cultural and demographic groups, implying that gamification may require cultural adaptation, gender-sensitive adjustments or consideration of sociodemographic factors (e.g., socioeconomic conditions) to ensure equitable benefits (Asrifan et al., 2025).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Asrifan et al., 2025
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
May combine two claims.
InterpretationreasoningCompetitive features can be motivating, but if overemphasized, they risk discouraging less competitive students.
“Competitive features can be motivating, but if overemphasized, they risk discouraging less competitive students.”
Quote in the paperSubstantial claimMay combine two claims.
InterpretationreasoningGame elements such as points, badges and leaderboards are unlikely to be effective when added superficially; their effectiveness depends on alignment with students' psychological needs.
“Game elements such as points, badges and leaderboards are unlikely to be effective when added superficially; rather, evidence support that their effectiveness depends on alignment with students' psychological needs.”
Quote in the paperSubstantial claimMay combine two claims.
Interpretationown dataThis review suggests that gamification can enhance students' motivation in mathematics, although its effectiveness appears to depend on design features.
“This review suggests that gamification can enhance students' motivation in mathematics, although its effectiveness appears to depend on design features.”
Quote in the paperSubstantial claimMay combine two claims.
InterpretationreasoningThe findings support the central role of SDT while showing the value of integrating complementary perspectives such as the ARCS model, AGT, SCT and Flow Theory.
“The findings support the central role of SDT while showing the value of integrating complementary perspectives such as the ARCS model, AGT, SCT and Flow Theory, which capture motivational processes not fully addressed by SDT alone.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationScore/points can be experienced as challenging/competence by learners with high initial intrinsic motivation, possibly supporting perceived competence.
“| Score/Points | High initial intrinsic | Learners with high extrin- | Celis et al. (2023); |”
Quote in the paperNot a substantial claim0 of 2 sources checkedMay combine two claims.
Interpretationown dataMost studies were conducted in Western higher-education settings, so it is unclear whether these findings generalize to more culturally diverse classrooms.
“Because most studies were conducted in Western higher-education settings, it is unclear whether these findings generalize to more culturally diverse classrooms.”
Quote in the paperSubstantial claimMay combine two claims.
PremisecitationReviews such as Zeybek and Saygı (2023) report similar motivational benefits and similar risks of neutral or negative effects across disciplines.
“Reviews such as Zeybek and Saygı (2023) report similar motivational benefits and similar risks of neutral or negative effects across disciplines.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Zeybek and Saygı (2023) source
May combine two claims.
Study design and conductown dataThe meta-analysis was based on a relatively small set of 11 studies, several of which used heterogeneous or non-validated instruments, limiting the stability of effect-size estimates.
“The meta-analysis was based on a relatively small set of 11 studies, several of which used heterogeneous or non-validated instruments, limiting the stability of effect-size estimates.”
Quote in the paperSubstantial claimMay combine two claims.
InterpretationreasoningThe limited exploration of engagement and the overall quality of existing studies suggest that, while gamification appears to be a promising approach for enhancing motivation and engagement in mathematics education, the field remains at a developmental stage.
“Taken together, the limited exploration of engagement and the overall quality of existing studies suggest that, while gamification appears to be a promising approach for enhancing motivation and engagement in mathematics education, the field remains at a developmental stage.”
Quote in the paperSubstantial claim- Rests on an assumption: The effect sizes from the 11 studies included in the meta-analysis measure the same underlying construct of motivation and are comparable enough to be pooled.
- Rests on an assumption: The quasi-experimental designs of most included studies provide valid estimates of gamification's causal effect on motivation and engagement.
May combine two claims.
InterpretationreasoningThe absence of validated engagement measures constitutes a substantive theoretical gap and limits the ability to examine how motivation and engagement operate together in gamified learning.
“Similarly, the absence of validated engagement measures constitutes a substantive theoretical gap and limits the ability to examine how motivation and engagement operate together in gamified learning.”
Quote in the paperSubstantial claimMay combine two claims.
Study design and conductown dataThe small number of eligible studies restricted the moderator analyses to simple, single-moderator models, and these results should be interpreted cautiously due to limited statistical power.
“The small number of eligible studies also restricted the moderator analyses: only simple, single-moderator models could be estimated, and these results should be interpreted cautiously due to limited statistical power.”
Quote in the paperNot a substantial claimMay combine two claims.
InterpretationreasoningIn general, engagement improved when gamification supported students' autonomy, competence, and enjoyment, whereas highly competitive or performance-oriented designs tended to reduce engagement.
“In general, engagement improved when gamification supported students' autonomy, competence, and enjoyment, whereas highly competitive or performance-oriented designs tended to reduce engagement.”
Quote in the paperSubstantial claimMay combine two claims.
InterpretationcitationThese patterns are consistent with SDT: controlling or comparative elements may undermine autonomy and competence, whereas designs that provide immediate feedback, scaffolding and opportunities for self-paced progression tend to support basic psychological needs.
“These patterns are consistent with SDT: controlling or comparative elements may undermine autonomy and competence, whereas designs that provide immediate feedback, scaffolding and opportunities for selfpaced progression tend to support basic psychological needs (Deci & Ryan, 2000;Reeve, 2012;Ryan & Deci, 2017).”
Quote in the paperSubstantial claim0 of 3 sources checkedProbably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationScore/points can be demotivating to learners with high extrinsic motivation and high amotivation, as they could be perceived as controlling.
“| | motivation (may | sic motivation, high amoti- | Lozano et al. (2024) |”
Quote in the paperNot a substantial claim0 of 2 sources checked
The paper relies on this without support.
The 11 studies included in the meta-analysis are independent.
“The dataset comprised 29 effect sizes drawn from 11 independent studies.”
The paper relies on this without support.
The effect sizes from the 11 studies included in the meta-analysis measure the same underlying construct of motivation and are comparable enough to be pooled.
“The meta-analysis was based on a relatively small set of 11 studies, several of which used heterogeneous or non-validated instruments, limiting the stability of effect-size estimates.”
The paper relies on this without support.
The quasi-experimental designs of most included studies provide valid estimates of gamification's causal effect on motivation and engagement.
“Across 45 studies with 4,345 participants, most interventions targeted core mathematical topics such as algebra, calculus, statistics and used quasi-experimental designs.”
Statistics recomputed
Every reported test result, recomputed from its test statistic and degrees of freedom. A result shows as not adding up only once an independent check has confirmed it.
- Consistentt(7.08) = 0.33reported p = .751 · recomputed p = .751
“t(7.08) = 0.33, p = .751”
- Consistentt(3.65) = -1.04reported p = .364 · recomputed p = .362
“t(3.65) =-1.04, p = .364”
- Consistentt(7.89) = 0.05reported p = .959 · recomputed p = .961
“t(7.89) = 0.05, p = .959”
- Consistentt(4.71) = 0.39reported p = .715 · recomputed p = .713
“t (4.71) =.39, p = .715”
- Consistentt(4.65) = -0.18reported p = .863 · recomputed p = .864
“t (4.65) = -.18,p = .863”
Self-check
Percentages, sums and reported differences re-computed from the paper’s own numbers.
Each contradiction between two passages listed here was confirmed by an independent check.
Rewards are called a most-frequent element despite higher counts for other elements
MinorThe discussion names rewards alongside points and leaderboards as the most frequently implemented elements. The results report rewards in 11 studies, fewer than feedback (26), levels (23), timers (14), and badges (12).
“Game elements most frequently implemented were points, leaderboards, and rewards”
“the most frequent elements were points (n = 34), leaderboards (n = 31), feedback (n = 26), and levels (n = 23).Badges (n = 12), timers (n = 14), and rewards (n = 11)”
A study is classified at conflicting education levels
MinorTable 1 classifies Marinho et al. (2025) as a secondary-education study, while its cited title explicitly describes an experimental study in higher education.
“| Marinho et al | 2025 127 | Secondary | Flow | | Pos- |”
“How does the mechanics of competition and collaboration impact on student's flow experience in a gamified educational environment? An experimental study in higher education.”
The full model did not have the better BIC
MinorThe paper says the full model had better fit indices, but its BIC of 50.58 is higher-and therefore worse-than the reduced model's 49.91. Only the reported AIC favors the full model.
“The full model yielded slightly better indices”
“BIC = 50.58vs. 49.91”
Cited works that were retracted
Works this paper cites that were later retracted, from the retraction notices publishers deposit. Major when the notice came out before this paper was published.
Cites a retracted work: 10.1007/s10639-023-11729-1
InfoThe cited work was retracted on 2026-10-17 (notice 10.1007/s10639-026-14173-z), not before this paper was published (2026-02-03).
Cited work 10.1007/s10639-023-11729-1 · retracted 2026-10-17 · notice 10.1007/s10639-026-14173-z · this paper published 2026-02-03
“Saleh Alabdulaziz, M. (2023). Escape rooms technology as a way of teaching mathematics to secondary school students. Education and Information Technologies, 28(10), 1-26. h t t p s : / / d o i . o r g / 1 0 . 1 0 0 7 / s 1 0 6 3 9 -0 2 3 -1 1 7 2 9 -1 *”
Cites
1 retracted
Saleh Alabdulaziz, M. (2023) · Education and Information Technologies · doi:10.1007/s10639-023-11729-1 · Cited by 21 · see citing works
RetractedThe PRISMA 2020 statement: An updated guideline for reporting systematic reviews
Page, M. J., McKenzie, J. E., Bossuyt, P. M., Boutron, I., Hoffmann, T. C., Mulrow, C. D., Shamseer, L., Tetzlaff, J. M., Akl, E. A., Brennan, S. E., et al. (2021) · BMJ · doi:10.1136/bmj.n71 · Cited by 108,283 · see citing works
Self-efficacy: Toward a unifying theory of behavioral change
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Quantifying heterogeneity in a meta‐analysis
Higgins, J. P. T., & Thompson, S. G. (2002) · Statistics in Medicine · doi:10.1002/sim.1186 · Cited by 36,763 · cited 1× · see citing works
“Between and within-study heterogeneity were quan - tified using variance decomposition, Cochran’s Q , and the I 2 statistic (Higgins & Thompson, 2002).”
The "what" and "why" of goal pursuits: Human needs and the self-determination of behavior
Deci, E. L., & Ryan, R. M. (2000) · Psychological Inquiry · doi:10.1207/s15327965pli1104_01 · Cited by 34,210 · cited 4× · see citing works
“According to SDT, the satisfaction of autonomy, competence, and relatedness is essential to fostering intrinsic motivation (Deci & Ryan, 2000; Ryan & Deci, 2000, 2017).”
InfluentialRayyan-a web and mobile app for systematic reviews.
Ouzzani, M., Hammady, H., Fedorowicz, Z., & Elmagarmid, A. (2016) · Systematic Reviews · doi:10.1186/s13643-016-0384-4 · Cited by 26,092 · cited 1× · see citing works
“Duplicates were removed using Rayyan, a web-based screening tool designed to facilitate systematic reviews (Ouzzani et al., 2016).”
Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions
Ryan, R. M., & Deci, E. L. (2000) · Contemporary Educational Psychology · doi:10.1006/ceps.1999.1020 · Cited by 18,666 · cited 1× · see citing works
“According to SDT, the satisfaction of autonomy, competence, and relatedness is essential to fostering intrinsic motivation (Deci & Ryan, 2000; Ryan & Deci, 2000, 2017).”
Borenstein, M., Hedges, L. V., Higgins, J. P. T., & Rothstein, H. R. (2009) · doi:10.1002/9780470743386 · Cited by 14,225 · cited 2× · see citing works
“Variances for Hedges’ g were also calculated (Borenstein et al., 2009).”
School Engagement: Potential of the Concept, State of the Evidence
Fredricks, J. A., Blumenfeld, P. C., & Paris, A. H. (2004) · Review of Educational Research · doi:10.3102/00346543074001059 · Cited by 12,581 · cited 2× · see citing works
“…be synthesized meta-analytically, given the absence of validated instruments and the lack of studies with experimental-con - trol comparisons, the reported outcomes were organized into behavioral, emotional, and cognitive engagement, following multidimensional frameworks (Fredricks et al., 2004).”
Lakens, D. (2013) · Frontiers in Psychology · doi:10.3389/fpsyg.2013.00863 · Cited by 10,303 · cited 1× · see citing works
“…studies with fewer than about 20 to 50 participants per group, and in cases of unequal sample sizes between the experimental and control groups, a condition met by several studies included in this review (Borenstein et al., 2009; Hedges & Olkin, 1985; Lakens, 2013; Turner & Bernard, 2006).”
From game design elements to gamefulness: defining "gamification"
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011) · Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments · doi:10.1145/2181037.2181040 · Cited by 8,402 · cited 1× · see citing works
“Among these, gamification, defined as the integration of game design elements (such as points, leaderboards, rewards, progression systems, and instant feedback) into non-game settings, has gained particular attention (Deterding et al., 2011).”
Motivational processes affecting learning.
Dweck, C. S. (1986) · American Psychologist · doi:10.1037/0003-066x.41.10.1040 · Cited by 6,971 · cited 4× · see citing works
“As pointed by previous reviews (e.g., Alsawaier, 2018; Ratinho & Martins, 2023), Self-Determination Theory (SDT), the ARCS Model, Social Cognitive The - ory (SCT), Achievement Goal Theory (AGT) and Flow Theory are among the most explored motivational frameworks in gamification research.”
InfluentialThe Mixed Methods Appraisal Tool (MMAT) version 2018 for information professionals and researchers
Hong, Q. N., Fàbregues, S., Bartlett, G., Boardman, F., Cargo, M., Dagenais, P., Gagnon, M.-P., Griffiths, F., Nicolau, B., O’Cathain, A., et al. (2018) · Education for Information · doi:10.3233/efi-180221 · Cited by 4,737 · cited 7× · see citing works
“MMAT scores among the 45 included studies ranged from 20 to 100%.”
InfluentialFlow: The Psychology of Optimal Experience
Mirvis, P. H., & Csikszentmihalyi, M. (1991) · Academy of Management Review · doi:10.2307/258925 · Cited by 3,706 · see citing works
Deci, E. L., & Ryan, R. M. (2012) · Handbook of Theories of Social Psychology: Volume 1 · doi:10.4135/9781446249215.n21 · Cited by 3,161 · see citing works
Outlier and influence diagnostics for meta-analysis
Viechtbauer, W., & Cheung, M. W.-L. (2010) · Research Synthesis Methods · doi:10.1002/jrsm.11 · Cited by 2,949 · cited 1× · see citing works
“Influence diagnostics (Cook’s distance, DFBETAS, hat values) were computed to evaluate whether individual effects disproportionately affected model estimates 1 3 (Viechtbauer & Cheung, 2010).”
Siddaway, A. P., Wood, A. M., & Hedges, L. V. (2019) · Annual Review of Psychology · doi:10.1146/annurev-psych-010418-102803 · Cited by 2,550 · cited 1× · see citing works
“As gamification of mathematics is a relatively recent research field, all relevant sources from the databases were considered, includ - ing conference papers and book chapters, to capture early empirical evidence and minimize publication bias (Siddaway et al., 2019).”
Development and use of the ARCS model of instructional design
Keller, J. M. (1987) · Journal of Instructional Development · doi:10.1007/bf02905780 · Cited by 2,332 · cited 1× · see citing works
“The ARCS Model (i.e., Attention, Relevance, Confidence, and Satisfaction; Keller, 1987) also aligns with gamification.”
Foundations of Game-Based Learning
Plass, J. L., Homer, B. D., & Kinzer, C. K. (2015) · Educational Psychologist · doi:10.1080/00461520.2015.1122533 · Cited by 2,129 · cited 1× · see citing works
“Gamification refers to adding specific game elements to non-game contexts, whereas game-based learning uses complete educational games as the primary learn - ing activity (Plass et al., 2015).”
Hanus, M. D., & Fox, J. (2015) · Computers & Education · doi:10.1016/j.compedu.2014.08.019 · Cited by 1,918 · cited 3× · see citing works
“While some studies show positive outcomes (e.g., Sailer & Homner, 2020), others report declines in motivation due to competition, poor design, or reduced novelty (e.g., Hanus & Fox, 2015; Santhanam et al., 2016).”
Doing Meta-Analysis with R: A Hands-On Guide
Harrer, M., Cuijpers, P., Furukawa, T. A., & Ebert, D. D. (2021) · doi:10.1201/9781003107347 · Cited by 1,850 · cited 3× · see citing works
“An a priori power analysis was conducted to estimate the statistical power of the meta-analysis (Harrer et al., 2021), based on the 11 included studies and the aver - age group sizes ( n₁ = 44; n₂ = 35).”
A Self-determination Theory Perspective on Student Engagement
Reeve, J. (2012) · Handbook of Research on Student Engagement · doi:10.1007/978-1-4614-2018-7_7 · Cited by 1,650 · cited 2× · see citing works
“In this sense, badges, for example, can serve not merely as extrinsic reinforcers but as informa - tive feedback, signaling progress or mastery rather than control, thereby reinforcing competence and internal motivation (Deci & Ryan, 2000; Reeve, 2012; Ryan & Deci, 2017).”
The gamification of learning: a meta-analysis
Sailer, M., & Homner, L. (2020) · Educational Psychology Review · doi:10.1007/s10648-019-09498-w · Cited by 1,458 · cited 3× · see citing works
“While some studies show positive outcomes (e.g., Sailer & Homner, 2020), others report declines in motivation due to competition, poor design, or reduced novelty (e.g., Hanus & Fox, 2015; Santhanam et al., 2016).”
InfluentialGamifying education: what is known, what is believed and what remains uncertain: a critical review
Dichev, C., & Dicheva, D. (2017) · International Journal of Educational Technology in Higher Education · doi:10.1186/s41239-017-0042-5 · Cited by 1,451 · cited 2× · see citing works
“This pattern is consistent with previous literature (Alsawaier, 2018; Dichev & Dicheva, 2017).”
How Many Studies Do You Need?: A Primer on Statistical Power for Meta-Analysis
Valentine, J. C., Pigott, T. D., & Rothstein, H. R. (2010) · Journal of Educational and Behavioral Statistics · doi:10.3102/1076998609346961 · Cited by 1,294 · cited 1× · see citing works
“Thus, the meta-analysis was well powered to detect moderate-to-large effects but underpowered for small effects, a common limitation in meta-analyses with relatively few studies (Valentine et al., 2010).”
Achievement Emotions and Academic Performance: Longitudinal Models of Reciprocal Effects
Pekrun, R., Lichtenfeld, S., Marsh, H. W., Murayama, K., & Goetz, T. (2017) · Child Development · doi:10.1111/cdev.12704 · Cited by 1,091 · cited 2× · see citing works
“This perception is particularly evident at the secondary and higher education levels, where students face unique challenges in terms of motivation, engagement, and emotional responses (Pekrun et al., 2017).”
Gamified learning in higher education: A systematic review of the literature
Subhash, S., & Cudney, E. A. (2018) · Computers in Human Behavior · doi:10.1016/j.chb.2018.05.028 · Cited by 1,043 · cited 1× · see citing works
“In mathematics, incorporating game elements into the curriculum can create more dynamic and interactive experiences, motivating students to participate more actively (Sailer & Homner, 2020; Subhash & Cudney, 2018).”
Stanley, T. D., & Doucouliagos, H. (2014) · Research Synthesis Methods · doi:10.1002/jrsm.1095 · Cited by 916 · see citing works
The effect of gamification on motivation and engagement
Alsawaier, R. S. (2018) · The International Journal of Information and Learning Technology · doi:10.1108/ijilt-02-2017-0009 · Cited by 887 · cited 3× · see citing works
“As pointed by previous reviews (e.g., Alsawaier, 2018; Ratinho & Martins, 2023), Self-Determination Theory (SDT), the ARCS Model, Social Cognitive The - ory (SCT), Achievement Goal Theory (AGT) and Flow Theory are among the most explored motivational frameworks in gamification research.”
A Measure of College Student Course Engagement
Handelsman, M. M., Briggs, W. L., Sullivan, N., & Towler, A. (2005) · The Journal of Educational Research · doi:10.3200/joer.98.3.184-192 · Cited by 857 · cited 1× · see citing works
“For example, the Student Course Engagement Questionnaire (SCEQ) (Handelsman et al., 2005) has been utilized to measure skill use, interaction, and emotional involvement (Feroz et al., 2020; Pimentel et al., 2022).”
Meta-analysis with robust variance estimation: Expanding the range of working models
Pustejovsky, J. E., & Tipton, E. (2022) · Prevention Science · doi:10.1007/s11121-021-01246-3 · Cited by 737 · cited 1× · see citing works
“This approach estimates random effects at both the study and within-study levels and provides small-sample-adjusted standard errors and confidence intervals (Harrer et al., 2021; Pustejovsky & Tipton, 2022).”
Laamarti, F., Eid, M., & El Saddik, A. (2014) · International Journal of Computer Games Technology · doi:10.1155/2014/358152 · Cited by 671 · see citing works
Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education
Manzano-León, A., Camacho-Lazarraga, P., Guerrero, M. A., Guerrero-Puerta, L., Aguilar-Parra, J. M., Trigueros, R., & Alias, A. (2021) · Sustainability · doi:10.3390/su13042247 · Cited by 512 · cited 1× · see citing works
“( Feroz et al., 2020; Stoyanova et al., 2018), reflecting trends in the wider gamification literature (Huang et al., 2020 ; Manzano-León et al., 2021).”
Li, L., Hew, K. F., & Du, J. (2024) · Educational Technology Research and Development · doi:10.1007/s11423-023-10337-7 · Cited by 385 · cited 1× · see citing works
“The meta-analysis of eleven studies revealed a small-to-moderate positive effect on motivation ( g = 0.383), consistent with previous meta-analyses in general education contexts (Li et al., 2024; Sailer & Homner, 2020).”
InfluentialTailored gamification in education: A literature review and future agenda
Oliveira, W., Hamari, J., Shi, L., Toda, A. M., Rodrigues, L., Palomino, P. T., & Isotani, S. (2023) · Education and Information Technologies · doi:10.1007/s10639-022-11122-4 · Cited by 341 · cited 2× · see citing works
“Such discrepancies may stem from variations in implementation (González-Fernández et al., 2022), student characteristics, or subject areas (Oliveira et al., 2023).”
The impact of gamification in educational settings on student learning outcomes: a meta-analysis
Huang, R., Ritzhaupt, A. D., Sommer, M., Zhu, J., Stephen, A., Valle, N., Hampton, J., & Li, J. (2020) · Educational Technology Research and Development · doi:10.1007/s11423-020-09807-z · Cited by 340 · cited 1× · see citing works
“( Feroz et al., 2020; Stoyanova et al., 2018), reflecting trends in the wider gamification literature (Huang et al., 2020 ; Manzano-León et al., 2021).”
Increasing Student Intrinsic Motivation And Self-Efficacy Through Gamification Pedagogy
Banfield, J., & Wilkerson, B. (2014) · Contemporary Issues in Education Research (CIER) · doi:10.19030/cier.v7i4.8843 · Cited by 258 · cited 1× · see citing works
“Gamification can support these through goal setting, feedback, and collaborative tasks that enable vicarious learning (Banfield & Wilkerson, 2014).”
Özhan, Ş. Ç., & Kocadere, S. A. (2020) · Journal of Educational Computing Research · doi:10.1177/0735633118823159 · Cited by 235 · see citing works
Ratinho, E., & Martins, C. (2023) · Heliyon · doi:10.1016/j.heliyon.2023.e19033 · Cited by 221 · cited 5× · see citing works
“As pointed by previous reviews (e.g., Alsawaier, 2018; Ratinho & Martins, 2023), Self-Determination Theory (SDT), the ARCS Model, Social Cognitive The - ory (SCT), Achievement Goal Theory (AGT) and Flow Theory are among the most explored motivational frameworks in gamification research.”
InfluentialSelf-citationCalculating and Synthesizing Effect Sizes
M., I. T. H., & Bernard, R. M. (2006) · Contemporary Issues in Communication Science and Disorders · doi:10.1044/cicsd_33_s_42 · Cited by 220 · cited 1× · see citing works
“…studies with fewer than about 20 to 50 participants per group, and in cases of unequal sample sizes between the experimental and control groups, a condition met by several studies included in this review (Borenstein et al., 2009; Hedges & Olkin, 1985; Lakens, 2013; Turner & Bernard, 2006).”
Research Note—Gamification of Technology-Mediated Training: Not All Competitions Are the Same
Santhanam, R., Liu, D., & Shen, W.-C. M. (2016) · Information Systems Research · doi:10.1287/isre.2016.0630 · Cited by 213 · cited 2× · see citing works
“While some studies show positive outcomes (e.g., Sailer & Homner, 2020), others report declines in motivation due to competition, poor design, or reduced novelty (e.g., Hanus & Fox, 2015; Santhanam et al., 2016).”
Emotions and motivation in mathematics education: Where we are today and where we need to go
Schukajlow, S., Rakoczy, K., & Pekrun, R. H. (2023) · ZDM · doi:10.1007/s11858-022-01463-2 · Cited by 212 · cited 1× · see citing works
“Thus, fostering a positive emotional connection and sustained motiva - tion in mathematics is crucial to improve student engagement and academic success (Schukajlow et al., 2023).”
Impact of gamification on school engagement: a systematic review
Ruiz, J. J. R., Sánchez, A. D. V., & Figueredo, Ó. R. B. (2024) · Frontiers in Education · doi:10.3389/feduc.2024.1466926 · Cited by 193 · cited 2× · see citing works
“…adapted to each database (see Appendix keywords such as “game-based learning,” “serious games,” and “educational games” were included (e.g., Becker, 2021; Ruiz et al., 2024; Warsinsky et al., 2021), though only studies consistent with the operational definition of gamification (i.e. the use of…”
Gamification in Education: Why, Where, When, and How?—A Systematic Review
Zeybek, N., & Saygı, E. (2024) · Games and Culture · doi:10.1177/15554120231158625 · Cited by 172 · cited 1× · see citing works
“Reviews such as Zeybek and Saygı (2023) report similar motivational benefits and similar risks of neutral or negative effects across disciplines.”
Rahman, R. A., Ahmad, S., & Hashim, U. R. (2018) · International Journal of Educational Technology in Higher Education · doi:10.1186/s41239-018-0123-0 · Cited by 156 · see citing works
Advances in statistical methods for meta‐analysis
Hedges, L. V. (1984) · New Directions for Program Evaluation · doi:10.1002/ev.1376 · Cited by 142 · see citing works
The Effect of Gamification on Students with Different Achievement Goal Orientations
Hakulinen, L., & Auvinen, T. (2014) · 2014 International Conference on Teaching and Learning in Computing and Engineering · doi:10.1109/latice.2014.10 · Cited by 121 · cited 2× · see citing works
“…enhance perceptions of competence through progress feed - back; avatars and collaborative features such as team leaderboards can strengthen relatedness; and opportunities to select tasks or difficulty levels may support auton - omy (Hakulinen & Auvinen, 2014; Hanus & Fox, 2015; Jones et al., 2023).”
Becker, K. (2021) · Academia Letters · doi:10.20935/al209 · Cited by 120 · cited 3× · see citing works
“…adapted to each database (see Appendix keywords such as “game-based learning,” “serious games,” and “educational games” were included (e.g., Becker, 2021; Ruiz et al., 2024; Warsinsky et al., 2021), though only studies consistent with the operational definition of gamification (i.e. the…”
Rincón-Flores, E. G., Mena, J., & López-Camacho, E. (2022) · Education Sciences · doi:10.3390/educsci12010049 · Cited by 106 · see citing works
Hong, Y., Saab, N., & Admiraal, W. (2024) · Computers & Education · doi:10.1016/j.compedu.2024.105000 · Cited by 103 · cited 1× · see citing works
“Incorporating such instruments into design and evaluation might help tailor gamification to learner characteristics, better aligning game mechanics with motivational and engagement needs and reducing mismatches 1 3 between design features and student dispositions (Hong et al., 2024).”
Warsinsky, S., Schmidt-Kraepelin, M., Rank, S., Thiebes, S., & Sunyaev, A. (2021) · Journal of Medical Internet Research · doi:10.2196/30390 · Cited by 100 · cited 1× · see citing works
“…(see Appendix keywords such as “game-based learning,” “serious games,” and “educational games” were included (e.g., Becker, 2021; Ruiz et al., 2024; Warsinsky et al., 2021), though only studies consistent with the operational definition of gamification (i.e. the use of game elements in…”
Learning Mathematics with Emerging Methodologies—The Escape Room as a Case Study
Fuentes-Cabrera, A., Parra-González, M., López-Belmonte, J., & Segura-Robles, A. (2020) · Mathematics · doi:10.3390/math8091586 · Cited by 86 · see citing works
Effectiveness of Gamification Elements in Blended Learning Environments
MESE, C., & DURSUN, O. O. (2019) · Turkish Online Journal of Distance Education · doi:10.17718/tojde.601914 · Cited by 83 · cited 1× · see citing works
“Attention can be captured through challenges or visual rewards; relevance by linking tasks to real-world goals; confidence by scaf - folded levels; and satisfaction by immediate feedback or badges (Mese & Dursun, 2019; Özhan & Kocadere, 2020).”
Chen, C. (2018) · Online Learning · doi:10.24059/olj.v22i3.1466 · Cited by 79 · see citing works
Investigating the Impact of Gamification on Student Motivation, Engagement, and Performance
García-López, I. M., Acosta-Gonzaga, E., & Ruiz-Ledesma, E. F. (2023) · Education Sciences · doi:10.3390/educsci13080813 · Cited by 78 · cited 5× · see citing works
“Only four studies reported negative effects, relating to intrinsic/extrinsic motivation (Reyssier et al., 2022; Vandercruysse et al., 2015), self-efficacy (García-López et al., 2023 or engagement (Lee et al., 2023).”
InfluentialHow gamification boosts learning in STEM higher education: a mixed methods study
Ortiz-Rojas, M., Chiluiza, K., Valcke, M., & Bolanos-Mendoza, C. (2025) · International Journal of STEM Education · doi:10.1186/s40594-024-00521-3 · Cited by 71 · cited 1× · see citing works
“…results were also observed, such as rewards failing to motivate all students (Rincon-Flores et al., 2023), Kahoot! not uniformly enhancing intrinsic motivation (Stoyanova et al., 2018), or leaderboards boosting motivation for some while reducing autonomy for others (Ortiz-Rojas et al., 2025).”
Chen, M.-F., Chen, Y.-C., Zuo, P.-Y., & Hou, H.-T. (2023) · Education and Information Technologies · doi:10.1007/s10639-023-11708-6 · Cited by 65 · cited 3× · see citing works
“The ARCS Model (i.e., Attention, Relevance, Confidence, and Satisfaction; Keller, 1987) also aligns with gamification.”
The impact of gamification on students learning engagement
Khaleel, F. L., Ashaari, N. S., & Tengku Wook, T. S. M. (2020) · International Journal of Electrical and Computer Engineering (IJECE) · doi:10.11591/ijece.v10i5.pp4965-4972 · Cited by 64 · cited 1× · see citing works
“Despite the growing use of gamification in educational contexts, engagement is often assessed through non-standardized indicators such as points, leaderboards, or task completion, which may not capture its full complexity (e.g., dos Santos et al., 2025; Khaleel et al., 2020; Zeybek & Saygi, 2023).”
Zabala-Vargas, S. A., Mora, L. H. G., Arciniegas-Hernández, E., Reina-Medrano, J. I., Crosetti, B. D. B., & Mesquida, A. D. (2021) · International Journal of Emerging Technologies in Learning (iJET) · doi:10.3991/ijet.v16i06.16163 · Cited by 60 · cited 1× · see citing works
“…using the ARCS model reported increases across all four dimen - sions, Attention, Relevance, Confidence, and Satisfaction (Chen et al., 2023 ; Jimé-nez-Hernández et al., 2020; Zabala-Vargas et al., 2019, 2021), with particularly high attention scores in one case (Hernandez-Mena et al., 2024).”
Science to practice: Does gamification enhance intrinsic motivation?
Jones, M., Blanton, J. E., & Williams, R. E. (2023) · Active Learning in Higher Education · doi:10.1177/14697874211066882 · Cited by 56 · see citing works
Lee, J. Y., Pyon, C. U., & Woo, J. (2023) · Electronics · doi:10.3390/electronics12153207 · Cited by 50 · cited 6× · see citing works
“Only four studies reported negative effects, relating to intrinsic/extrinsic motivation (Reyssier et al., 2022; Vandercruysse et al., 2015), self-efficacy (García-López et al., 2023 or engagement (Lee et al., 2023).”
InfluentialKaur, T., McLoughlin, E., & Grimes, P. (2022) · International Journal of STEM Education · doi:10.1186/s40594-022-00328-0 · Cited by 48 · cited 1× · see citing works
“Whereas early mathematics emphasizes basic numeracy and play - ful learning, later stages involve more abstract, demanding and advanced content, where issues such as math anxiety and declining motivation and engagement become especially salient (Kaur et al., 2022; Pekrun et al., 2017).”
Reyssier, S., Hallifax, S., Serna, A., Marty, J.-C., Simonian, S., & Lavoue, E. (2022) · IEEE Transactions on Learning Technologies · doi:10.1109/tlt.2022.3153239 · Cited by 48 · cited 4× · see citing works
“Similarly, cooperative mechanics appear beneficial, as they foster relatedness while balancing competition (García-López et al., 2023; Lee et al., 2023; Reyssier et al., 2022; Vandercruysse et al., 2015).”
InfluentialGeometry with a STEM and Gamification Approach: A Didactic Experience in Secondary Education
Moral-Sánchez, S. N., Compaña, M. T. S., & Romero, I. (2022) · Mathematics · doi:10.3390/math10183252 · Cited by 42 · see citing works
Mathematics Trails: Shallow and Deep Gamification
Gurjanow, I., de Oliveira, M. A. R., Zender, J., Santos, P. A., & Ludwig, M. (2019) · International Journal of Serious Games · doi:10.17083/ijsg.v6i3.306 · Cited by 37 · cited 1× · see citing works
“Gamified learning often relies on platforms such as Khan Academy or Kahoot! to embed elements like points, feedback, and leaderboards (Gurjanow et al., 2019), yet evidence of its effectiveness in enhancing motivation and engagement remains mixed (Ratinho & Martins, 2023).”
Models of Instructional Design in Gamification: A Systematic Review of the Literature
González-Fernández, A., Revuelta-Domínguez, F.-I., & Fernández-Sánchez, M. R. (2022) · Education Sciences · doi:10.3390/educsci12010044 · Cited by 37 · cited 1× · see citing works
“Such discrepancies may stem from variations in implementation (González-Fernández et al., 2022), student characteristics, or subject areas (Oliveira et al., 2023).”
Does gamification affect flow experience? A systematic literature review
Oliveira, W., Pastushenko, O., Rodrigues, L., Toda, A. M., Palomino, P. T., Hamari, J., & Isotani, S. (2021) · arXiv · doi:10.48550/arxiv.2106.09942 · Cited by 37 · see citing works
Hammad, S., Graham, T., Dimitriadis, C., & Taylor, A. (2020) · International Journal of Mathematical Education in Science and Technology · doi:10.1080/0020739x.2020.1831091 · Cited by 36 · see citing works
(2023) · PubMed Central · doi:10.30476/jamp.2023.98953.1817 · Cited by 33 · cited 3× · see citing works
“Studies examining flow theory generally found higher levels of flow and immer - sion in gamified activities (Khoshnoodifar et al., 2023; Lozano et al., 2024; Marinho et al., 2025).”
alsswey, A., & Malak, M. Z. (2024) · Learning and Motivation · doi:10.1016/j.lmot.2024.101993 · Cited by 33 · cited 1× · see citing works
“For instance, gamified designs can strengthen stu - dents’ self-efficacy when designed with progressive levels that move from simple to complex tasks, enabling learners to experience gradual mastery (Alsswey & Malak, 2024).”
DiffGame: Game-based Mathematics Learning for Physics
Pedersen, M. K., Svenningsen, A., Dohn, N. B., et al. (2016) · Procedia - Social and Behavioral Sciences · doi:10.1016/j.sbspro.2016.07.047 · Cited by 29 · see citing works
Jiménez‐Hernández, E. M., Oktaba, H., Díaz‐Barriga, F., & Piattini, M. (2020) · Computer Applications in Engineering Education · doi:10.1002/cae.22335 · Cited by 29 · see citing works
Boom-Cárcamo, E., Buelvas-Gutiérrez, L., Acosta-Oñate, L., & Boom-Cárcamo, D. (2024) · Thinking Skills and Creativity · doi:10.1016/j.tsc.2024.101614 · Cited by 29 · cited 3× · see citing works
“Boom-Cárcamo et al. (2024) similarly observed increased collaboration and persistence during mathematical problem-solving.”
Haruna, H., Hu, X., Chu, S. K. W., & Mellecker, R. R. (2019) · Annals of Global Health · doi:10.5334/aogh.1110 · Cited by 27 · see citing works
Liebendörfer, M., & Schukajlow, S. (2017) · ZDM · doi:10.1007/s11858-016-0827-3 · Cited by 25 · cited 1× · see citing works
“Mathematics has long been noticed by many students as a challenging and demotivat - ing subject, regularly associated with high levels of anxiety, disengagement, and lack of motivation (Liebendörfer & Schukajlow, 2017).”
Gamit! Icing on the Cake for Mathematics Gamification
Rincon-Flores, E. G., Santos-Guevara, B. N., Martinez-Cardiel, L., Rodriguez-Rodriguez, N. K., Quintana-Cruz, H. A., & Matsuura-Sonoda, A. (2023) · Sustainability · doi:10.3390/su15032334 · Cited by 21 · cited 1× · see citing works
“Neutral results were also observed, such as rewards failing to motivate all students (Rincon-Flores et al., 2023), Kahoot! not uniformly enhancing intrinsic motivation (Stoyanova et al., 2018), or leaderboards boosting motivation for some while reducing autonomy for others (Ortiz-Rojas et al.,…”
GAMIFICATION OF AN UNDERGRADUATE PSYCHOLOGY STATISTICS LAB: BENEFITS TO PERCEIVED COMPETENCE
Hazan, B., Zhang, W., Olcum, E., Bergdoll, R., Grandoit, E., Mandelbaum, F., Wilson-Doenges, G. J., & Rabin, L. A. (2018) · Statistics Education Research Journal · doi:10.52041/serj.v17i2.169 · Cited by 20 · see citing works
Enhancing mathematics learning with 3D augmented reality escape room
Zapata, M., Ramos-Galarza, C., Valencia-Aragón, K., et al. (2024) · International Journal of Educational Research Open · doi:10.1016/j.ijedro.2024.100389 · Cited by 20 · see citing works
Stoyanova, M., Tuparova, D., & Samardzhiev, K. (2018) · Advances in Intelligent Systems and Computing · doi:10.1007/978-3-319-73204-6_17 · Cited by 19 · see citing works
Montero-Izquierdo, A. I., Jeong, J. S., & González‐Gómez, D. (2024) · Heliyon · doi:10.1016/j.heliyon.2024.e35911 · Cited by 18 · cited 1× · see citing works
“Regarding SCT, most studies documented improvements in self-efficacy beliefs in mathematics (García-Hernández & González-Ramírez, 2021; Hammad et al., 2022 ; McIntyre, 2023; Montero-Izquierdo et al., 2024; Robinson et al., 2023), although one study reported a decline (García-López et al., 2023).”
Enhancing the Peer-Feedback Process Through Instructional Support: A Meta-Analysis
Hornstein, J., Keller, M. V., Greisel, M., Dresel, M., & Kollar, I. (2025) · Educational Psychology Review · doi:10.1007/s10648-025-10017-3 · Cited by 18 · cited 1× · see citing works
“This approach follows methodological guidance for handling heteroge - neous pre–post reporting (Hornstein et al., 2025).”
Gamificación Digital en la Educación Secundaria: una revisión sistemática
Faure-Carvallo, A., Calderón-Garrido, D., & Gustems-Carnicer, J. (2022) · Revista Latina de Comunicación Social · doi:10.4185/rlcs-2022-1773 · Cited by 17 · cited 1× · see citing works
“Digital and game-inspired strategies have emerged as promising approaches to face these challenges, providing innovative methods to improve mathematics learn - ing in secondary and higher education contexts (Faure-Carvallo et al., 2022).”
The Influence of Gamification on High School Students’ Motivation in Geometry Lessons
Riffo, K. F., Salcedo, P., Sanhueza-Campos, C., et al. (2023) · Sustainability · doi:10.3390/su152115615 · Cited by 16 · see citing works
Motivation increase of mathematics students in Engineering – A proposal from Game Based Learning
Zabala-Vargas, S. A., García-Mora, L. H., Ardila-Segovia, D. A., & de Benito-Crosetti, B. L. (2019) · 2019 International Symposium on Engineering Accreditation and Education (ICACIT) · doi:10.1109/icacit46824.2019.9130297 · Cited by 13 · cited 1× · see citing works
“…using the ARCS model reported increases across all four dimen - sions, Attention, Relevance, Confidence, and Satisfaction (Chen et al., 2023 ; Jimé-nez-Hernández et al., 2020; Zabala-Vargas et al., 2019, 2021), with particularly high attention scores in one case (Hernandez-Mena et al., 2024).”
Wang, S., Kong, X., & Wang, N. (2024) · 2024 13th International Conference on Educational and Information Technology (ICEIT) · doi:10.1109/iceit61397.2024.10540849 · Cited by 13 · cited 2× · see citing works
“Interventions that combined gamification with interactive or narrative struc - tures tended to increase participation and attention (Feroz et al., 2020; Pimentel et al., 2022; Wang et al., 2024).”
The Effects of Gamification on Learners’ Engagement According to Their Gamification User Types
dos Santos, L. F., Oliveira, W., Corrêa de Lima, A., de Castro Junior, A. A., & Hamari, J. (2026) · Technology, Knowledge and Learning · doi:10.1007/s10758-025-09866-2 · Cited by 11 · cited 2× · see citing works
“Despite the growing use of gamification in educational contexts, engagement is often assessed through non-standardized indicators such as points, leaderboards, or task completion, which may not capture its full complexity (e.g., dos Santos et al., 2025; Khaleel et al., 2020; Zeybek & Saygi, 2023).”
Aljamaan, A., Alsaber, A., Coffie, E., & Alkandari, A. M. (2025) · Frontiers in Education · doi:10.3389/feduc.2025.1586466 · Cited by 8 · cited 2× · see citing works
“…2024; Chen et al., 2018; Lee et al., 2023; Wang et al., 2024) or specific subdimensions such as study-skills and interaction engagement (Feroz et al., 2020; Pimentel et al., 2022), cognitive and emotional engagement (Santos-Guevara et al., 2024), or behavioral engagement (Aljamaan et al., 2025).”
A Study of Using Virtual Currency in a Discrete Mathematics Course
Dicheva, D., Guy, B., Yorgov, V., Dichev, C., Irwin, K., & Mickle, C. (2021) · 2021 IEEE Global Engineering Education Conference (EDUCON) · doi:10.1109/educon46332.2021.9453893 · Cited by 7 · cited 1× · see citing works
“However, two studies reported declines in both types of motivation (Reyssier et al., 2022; Vandercruysse et al., 2015), and one found high motivational levels, but no significant gains compared with a control group (Dicheva et al., 2021).”
Influence of Gamification Elements on Explicit Motive Dispositions
Durmaz, T. B., Fuertes, J. L., & Imbert, R. (2022) · IEEE Access · doi:10.1109/access.2022.3220254 · Cited by 7 · cited 1× · see citing works
“Gamification can encourage mastery via per - sonal progress tracking, or performance through competitive leaderboards (Durmaz et al., 2022; Hakulinen & Auvinen, 2014).”
Statistics is puzzling: Testing a novel approach to statistics learning.
McIntyre, M. M. (2020) · Scholarship of Teaching and Learning in Psychology · doi:10.1037/stl0000204 · Cited by 5 · cited 1× · see citing works
“Regarding SCT, most studies documented improvements in self-efficacy beliefs in mathematics (García-Hernández & González-Ramírez, 2021; Hammad et al., 2022 ; McIntyre, 2023; Montero-Izquierdo et al., 2024; Robinson et al., 2023), although one study reported a decline (García-López et al., 2023).”
Marinho, A., Bittencourt, I. I., Dermeval, D., Santos, J., Challco, G., & Reis, M. (2025) · Technology, Knowledge and Learning · doi:10.1007/s10758-024-09796-5 · Cited by 5 · see citing works
Effects of Gamifying Mathematics Lessons at High School Level
Kickmeier-Rust, M., & Niggli, C. (2023) · European Conference on Games Based Learning · doi:10.34190/ecgbl.17.1.1593 · Cited by 4 · cited 1× · see citing works
“Within the SDT framework, most studies found increases in both intrinsic and extrinsic motivation (Khalid & Zainuddin, 2020; Kickmeier-Rust & Niggli, 2023; Ooge et al., 2024; Robinson et al., 2023).”
Improving Student Motivation in Higher Education Through Nearpod
Hernández, C., Amado-Moranchel, N., Avalos, M. O., et al. (2024) · IEEE Global Engineering Education Conference (EDUCON) · doi:10.1109/educon60312.2024.10578581 · Cited by 4 · cited 1× · see citing works
“…using the ARCS model reported increases across all four dimen - sions, Attention, Relevance, Confidence, and Satisfaction (Chen et al., 2023 ; Jimé-nez-Hernández et al., 2020; Zabala-Vargas et al., 2019, 2021), with particularly high attention scores in one case (Hernandez-Mena et al., 2024).”
Feroz, F. S., Subramaniam, I. D., & Subramaniam, S. K. (2020) · The International Journal of Science, Mathematics and Technology Learning · doi:10.18848/2327-7971/cgp/v27i02/13-24 · Cited by 3 · cited 5× · see citing works
“For example, the Student Course Engagement Questionnaire (SCEQ) (Handelsman et al., 2005) has been utilized to measure skill use, interaction, and emotional involvement (Feroz et al., 2020; Pimentel et al., 2022).”
InfluentialSantos, V., País, S., & Hall, A. O. (2021) · International Journal for Technology in Mathematics Education · doi:10.1564/tme_v28.3.10 · Cited by 3 · see citing works
Success Factors for Mathematical e-Learning Exercises Focusing First-Year Students
Neugebauer, M., Tousside, B., & Frochte, J. (2023) · International Conference on Computer Supported Education · doi:10.5220/0011858400003470 · Cited by 3 · see citing works
Gamification Research Focus in Learning Mathematics
Elmawati, E., Martadiputra, B. A. P., & Samosir, C. M. (2023) · 2023 The 5th World Symposium on Software Engineering (WSSE) · doi:10.1145/3631991.3632012 · Cited by 3 · cited 2× · see citing works
“In mathematics, particularly at the secondary and higher education levels, research remains scarce and often constrained by small samples or limited methodological rigor (Elmawati et al., 2023; Ratinho & Martins, 2023).”
Higher education student’s attitude towards using gamification and its relation with achievement
Celis, M. G., Fajardo, S. Y., Sambuceti, G. V., & Barros, R. (2023) · 2023 IEEE 3rd International Conference on Advanced Learning Technologies on Education & Research (ICALTER) · doi:10.1109/icalter61411.2023.10372929 · Cited by 3 · see citing works
Nudging Adolescents Towards Recommended Maths Exercises with Gameful Rewards
Ooge, J., Braekeleer, J. D., & Verbert, K. (2024) · Lecture notes in computer science · doi:10.1007/978-3-031-64299-9_28 · Cited by 3 · cited 1× · see citing works
“Within the SDT framework, most studies found increases in both intrinsic and extrinsic motivation (Khalid & Zainuddin, 2020; Kickmeier-Rust & Niggli, 2023; Ooge et al., 2024; Robinson et al., 2023).”
Elevate Your Learning: Unveiling Students' Emotions in an Gamified Matrix Modeling Class
Santos-Guevara, B. N., Rincón-Flores, E. G., & Méndez, N. M. L.-R. (2024) · IEEE Global Engineering Education Conference (EDUCON) · doi:10.1109/educon60312.2024.10578595 · Cited by 3 · cited 2× · see citing works
“…2024; Chen et al., 2018; Lee et al., 2023; Wang et al., 2024) or specific subdimensions such as study-skills and interaction engagement (Feroz et al., 2020; Pimentel et al., 2022), cognitive and emotional engagement (Santos-Guevara et al., 2024), or behavioral engagement (Aljamaan et al., 2025).”
Cross-Cultural Gamification: Understanding Design and User Experience in Different Cultural Contexts
Asrifan, A., Kaddas, B., Mulyadi, M., Pratiwi, W. R., Supriadi, S., & Jabu, B. (2024) · Advances in Media, Entertainment, and the Arts · doi:10.4018/979-8-3693-8322-3.ch001 · Cited by 3 · see citing works
Lozano, G., Baldeón, J., Velarde, M., & Navarro, R. (2024) · 2024 IEEE XXXI International Conference on Electronics, Electrical Engineering and Computing (INTERCON) · doi:10.1109/intercon63140.2024.10833465 · Cited by 3 · cited 1× · see citing works
“Studies examining flow theory generally found higher levels of flow and immer - sion in gamified activities (Khoshnoodifar et al., 2023; Lozano et al., 2024; Marinho et al., 2025).”
Technology as gamification means in mathematics learning
García-Hernández, A., & González-Ramírez, T. (2021) · 7th International Conference on Higher Education Advances (HEAd'21) · doi:10.4995/head21.2021.13165 · Cited by 2 · cited 1× · see citing works
“Regarding SCT, most studies documented improvements in self-efficacy beliefs in mathematics (García-Hernández & González-Ramírez, 2021; Hammad et al., 2022 ; McIntyre, 2023; Montero-Izquierdo et al., 2024; Robinson et al., 2023), although one study reported a decline (García-López et al., 2023).”
Enhancing Student Knowledge Confidence Through Digital Gamification in Engineering
Elizondo-Noriega, A., Tapia-Tlatelpa, T., Alcántar-Nieblas, C., Felix-Herran, L. C., Díaz, F. S., Lozano-Taba, L. A., Forte-Celaya, M. R., Linde, A. G. S., Castorena, D. G., Ramírez-Montoya, M. S., et al. (2025) · IEEE Global Engineering Education Conference (EDUCON) · doi:10.1109/educon62633.2025.11016296 · Cited by 2 · see citing works
The Efficacy of Gamification for the Involvement of Students in Distance Education
Pimentel, F. S. C., de Barros, D. A. M., Silva, J. M. D., Silva, E. M. P. D., & Marques, M. M. (2022) · Advances in Game-Based Learning · doi:10.4018/978-1-6684-4287-6.ch006 · Cited by 1 · see citing works
Tackling the anxiety of learning statistics: The mystery of the red envelope
Robinson, M. A., Soublière, J., Agogué, M., Grégoire, D. A., Rua, T., & Plourde, Y. (2023) · Decision Sciences Journal of Innovative Education · doi:10.1111/dsji.12294 · Cited by 1 · cited 2× · see citing works
“Within the SDT framework, most studies found increases in both intrinsic and extrinsic motivation (Khalid & Zainuddin, 2020; Kickmeier-Rust & Niggli, 2023; Ooge et al., 2024; Robinson et al., 2023).”
Gamification as a Motivational Strategy in Learning Mathematics
González, A. M. S. (2023) · SCT Proceedings in Interdisciplinary Insights and Innovations. · doi:10.56294/piii2023101 · Cited by 1 · see citing works
Flagged first, then by citations
Research works printed but not linked: 5
- *Ariffin, N. A. N., Ramli, N., Nik Badrul Alam, N. M. F. H., Yusof, Y., & Suparlan, A. (2022). Effectiveness of gamification in teaching and learning mathematics. Journal on Mathematics Education, 13(1), 173–190. https://jme.ejournal.unsri.ac.id/index.php/jme/article/view/41
- *Khalid, N., & Zainuddin, N. (2020). A mixed method study on online learning readiness and situational motivation among mathematics students using gamified learning objects. Islamiyyat: Jurnal Antarabangsa Pengajian Islam; International Journal of Islamic Studies, 42, 27–35. http://ejournal.ukm.my/islamiyyat/issue/view/1278
- *Pais, S., & Hall, A. (2021). Using Kahoot! to enhance the motivation of undergraduate students of tourism in mathematics classes: A case study. In Proceedings of the 20th European Conference on e-Learning (ECEL 2021). Academic Conferences International Limited. http://hdl.handle.net/10400.8/7220
- Reeve, J. (2024). Understanding motivation and emotion. John Wiley & Sons.
- *Vandercruysse, S., Van Weijnen, S., Vandewaetere, M., & Elen, J. (2015). Integrating competition as a game-element in vocational education. Pedagogische Studiën, 92(3), 179–201. https://pedagogischestudien.nl/article/view/14167
Cited by
Sorted by citations
Ramadoni, R., & Adnan, M. (2026) · Eurasia Journal of Mathematics Science and Technology Education · doi:10.29333/ejmste/18506
“Gamification has been increasingly proposed as a mechanism to address persistent challenges in algebra learning, aiming to enhance both conceptual understanding (Vanacore et al., 2023) and student engagement (García-López et al., 2023; Ratinho et al., 2026).”
Aparicio-Ruiz, P., la Torre-Sierra, A. M. D., & Barbadilla-Martín, E. (2026) · International Journal of Educational Research · doi:10.1016/j.ijer.2026.103010 · Cited by 1 · see citing works
Mohammad, N., & Antao, M. A. (2026) · Journal of Education and Academic Settings · doi:10.62596/70zj3n02
Gamificación y motivación académica en estudiantes de educación secundaria
Jimenez-Villares, A. M., García-Burgos, E. B., Chávez-Cabrera, F. C., Arreaga-Anzules, O. B., & Ibarra-Álvarez, J. V. (2026) · Revista Científica Ciencia y Método · doi:10.55813/gaea/rcym/v4/n2/208
Bastoni, R., Cowell, T. S., Murphy, A., McMahon, P., & Norberg, K. A. (2026) · ACM Conference on Learning @ Scale (L@S) · doi:10.1145/3774398.3811621
Serious Game for Music Theory Learning: Design and EvaluationPreprint
Yu, J. K., Zhang, T. B., Wu, W., Wu, S., Shu, X., Zhong, C., Wu, X., Wang, Z., & Zhang, K. Y. (2026) · SSRN Electronic Journal · doi:10.2139/ssrn.7002152
Serious Game for Music Theory Learning: Design and EvaluationPreprint
Yu, J. K., Zhang, T. B., Wu, W., Wu, S., Shu, X., Zhong, C., Wu, X., Wang, Z., & Zhang, K. Y. (2026) · SSRN Electronic Journal · doi:10.2139/ssrn.7002155
Gamificación y aprendizaje activo en educación secundaria.
Barban-Forte, Y., Calero-Mieles, V. M., Bermúdez, Á. E. G., & Zambrano-Molina, J. D. (2026) · Revista de Investigación y Liderazgo · doi:10.63618/omd/revinvlid/v3/n1/48
“%) midieron el compromiso, mientras la autorregulación no apareció como una variable independiente con resultados agregados (Ratinho et al., 2026; Ramírez Ruiz et al., 2024).”
Jugar en clase no es perder el tiempo: cómo la IA puede ayudar a gamificar con sentido
Hipólito, M. S., & Urbieta, A. S. (2026) · Fundación Muy Interesante · doi:10.66806/fundacion_muyinteresante.624133
Kızıltaş, Y., & YILMAZ, T. Y. (2026) · International Journal of Educational Studies and Policy · doi:10.63612/ijesp.1978755
Intawong, K., Thongthip, P., Worragin, P., Ariya, P., & Puritat, K. (2026) · Computers & Education X Reality · doi:10.1016/j.cexr.2026.100185
- Authors
- Ratinho, E., Figueiredo, M., Estêvão, D., Faísca, L., & Martins, C.
- Affiliations
- University of Algarve (PT)
- Algarve Biomedical Center (PT)
- Corresponding author
- Ratinho, Elias
- Venue
- Educational Psychology Review
- Published
- 2026-02-03
- Volume
- 38
- Issue
- 1
- ISSN
- 1040-726X (ISSN-L)
- 1573-336X
- OpenAlex
- W7127277115
- Semantic Scholar
- 2b95003cc07dc04213d7b06a3046c10d907fa871
- Cited by
- 11
- References
- 105
- Citations by year
- 2026: 11
- FWCI
- 40.57
- Type
- journal article
- Language
- en
- Open access
- hybrid
- doi.org
- Locations
- Educational Psychology Review (publishedVersion, cc-by)
- Universidade do Algarve (submittedVersion, cc-by)
- Funders
- Universidade do Algarve
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Psychology › Experimental and Cognitive Psychology › Education, Achievement, and Giftedness
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Keywords
- gamification, mathematics education, student motivation, student engagement, high school students, university students, digital learning platforms, game elements
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