Cited by 340Educational Games and GamificationOnline Learning and AnalyticsDigital Games and Media

The impact of gamification in educational settings on student learning outcomes: a meta-analysis

Huang, Rui, Ritzhaupt, Albert D., Sommer, Max, Zhu, Jiawen, Stephen, Anita, Valle, Natercia, Hampton, John, Li, Jingwei·2020·Educational Technology Research and Development

Integrity signals

Registry

Crossref · 10.1007/s11423-020-09807-z

Cites

75 of 77 references verified2 citation errors · 0 not checkable

Statistics

Recomputing p-values needs the paper’s full text.

Claims the paper makes

We couldn’t retrieve this paper’s full text, so its claims and self-check weren’t run. The registry and citation checks still apply.

Cites

Flagged first, then by citations

2 of the 79 references couldn’t be matched to a known paper.

Research works printed but not linked: 2

  1. *Rachels, J. R. (2016). The Effect of Gamification on Elementary Students’ Spanish Language Achievement and Academic Self-efficacy (Doctoral dissertation). Retrieved from https://digitalcommons.liberty.edu/doctoral/1246/
  2. *Terrell, J. E. (2016). Instructional Methods and Engagement: The Impact of Gamification on Student Learning of APA Style (Doctoral dissertation). Retrieved from https://scholarworks.uark.edu/etd/1502

Cited by

Sorted by citations

Authors
Huang, R., Ritzhaupt, A. D., Sommer, M., Zhu, J., Stephen, A., Valle, N., Hampton, J., & Li, J.
Affiliations
University of Florida (US)
Corresponding author
Ritzhaupt, Albert D.
Venue
Educational Technology Research and Development
Published
2020-07-20
Volume
68
Issue
4
Pages
1875-1901
ISSN
  • 1042-1629 (ISSN-L)
  • 1556-6501
OpenAlex
W3042860537
Cited by
340
References
79
Citations by year
2026: 62 · 2025: 79 · 2024: 66 · 2023: 61 · 2022: 45 · 2021: 24 · 2020: 3
FWCI
7.78
Type
journal article
Language
en
Open access
closed
Locations
Educational Technology Research and Development (publishedVersion)
Topics
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Physical Sciences › Computer Science › Computer Science Applications › Online Learning and Analytics
  • Social Sciences › Sociology and Political Science › Digital Games and Media
Keywords
gamification, learning outcomes, badges, leaderboards, effect size, engineering education, mathematics education, undergraduate students, formal education

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Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.

Statistics and arithmetic are recomputed, not judged.

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