The DOI matches its Crossref record; 74 of the 79 references it cites were found in a registry or an index.
The impact of gamification in educational settings on student learning outcomes: a meta-analysis
Overview
Integrity signals
Registry
Cites
Statistics
Verification
Claims the paper makes
Citations
Cites
The Measurement of Observer Agreement for Categorical Data
Landis, J. R., & Koch, G. G. (1977) · Biometrics · doi:10.2307/2529310 · Cited by 81,148
Preferred Reporting Items for Systematic Reviews and Meta-Analyses: The PRISMA Statement
Moher, D., Liberati, A., Tetzlaff, J., Altman, D. G., & The PRISMA Group (2009) · PLoS Medicine · doi:10.1371/journal.pmed.1000097 · Cited by 64,042
Ryan, R. M., & Deci, E. L. (2000) · American Psychologist · doi:10.1037//0003-066x.55.1.68 · Cited by 54,599
Preferred reporting items for systematic reviews and meta-analyses: the PRISMA Statement.
(2009) · PubMed Central · Cited by 44,859
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
Borenstein, M., Hedges, L. V., Higgins, J. P. T., & Rothstein, H. R. (2009) · doi:10.1002/9780470743386 · Cited by 14,225
Duval, S., & Tweedie, R. (2000) · Biometrics · doi:10.1111/j.0006-341x.2000.00455.x · Cited by 14,099
Borenstein, M., Hedges, L. V., Higgins, J. P. T., & Rothstein, H. R. (2021) · doi:10.1002/9781119558378 · Cited by 9,799
(2000) · Cited by 9,198
The file drawer problem and tolerance for null results.
Rosenthal, R. (1979) · Psychological Bulletin · doi:10.1037/0033-2909.86.3.638 · Cited by 9,068 · cited 2×
“These findings might suggest that peer reviewers have a preference for findings with positive effects from the interventions under investigation, and makes us reflect on the “file drawer problem” (Rosenthal 1979), which results from not publishing statistically non-significant findings.”
Background
Research works printed but not linked: 2
- *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/
- *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
Items 301–335 of 335
Shafie, D. I. (2026) · International Journal of Entrepreneurship and Management Practices · doi:10.35631/ijemp.933010
Wegbreit, E., Fledderjohann, M., & Perkins, E. C. (2026) · Teaching of Psychology · doi:10.1177/00986283261438554
Zhang, J. (2026) · Frontiers in Psychology · doi:10.3389/fpsyg.2026.1813663 · Cited by 2
Artificial Intelligence in STEM Education for Gamification Learning
Dohny, Q., Rajak, M. A. A., Jumat, N. R., Kiram, J. J., Halim, N. F. B. A., & Uden, L. (2026) · Advances in computational intelligence and robotics book series · doi:10.4018/407446
Napolitano, N., & Rojas‐Barahona, C. A. (2026) · Entertainment Computing · doi:10.1016/j.entcom.2026.101130 · Cited by 1
Cheng, M., Lai, X., Zeng, W., Bai, S., Duan, C., & Sun, D. (2026) · Educational Psychology Review · doi:10.1007/s10648-026-10148-1 · Cited by 2
Wuyts, S., Everaert, P. C., & Opdecam, E. (2026) · Accounting Education · doi:10.1080/09639284.2026.2671268
Shao, J., Tang, S., & Zhuang, Z. (2026) · Frontiers in Psychology · doi:10.3389/fpsyg.2026.1832021
Gamification in Computer Science: The Interplay between Learning Styles and Student Motivation
Khenissi, M. A., & Adouani, Y. (2026) · Lecture notes in educational technology · doi:10.1007/978-981-96-7587-6_20
Bashori, M., Safitri, R. D. E., Abdilah, Y. A., Pratama, G. C., & Putri, M. F. (2026) · Learning Research and Practice · doi:10.1080/23735082.2026.2679284
Hybrid Hands-On and Simulation-Based Learning to Teach Velocity and Acceleration in Year 9 STEMPreprint
Lam, B., & Collins, J. (2026) · Research Square · doi:10.21203/rs.3.rs-9668054/v1
Lenk-Ostendorf, B., Thaller, A., Brudermann, T., & Krusche, S. (2026) · Environmental Research Communications · doi:10.1088/2515-7620/ae7fdd
“More recent meta-analyses on interactive media, simulations, serious games and gamification have shown small to medium benefits on cognitive, motivational, affective and behavioural outcomes (Lamb et al 2018, Huang et al 2020, Sailer and Homner 2020, Kim and Castelli 2021, Ritzhaupt et al 2021).”
Shahul Hameed, S. (2026) · Journal of Valartamil · doi:10.37134/jvt.vol7.1.8.2026
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
“Gamification, defined as the use of game design elements in non-game contexts (e.g., badges, points) [7], is one widely used strategy for increasing engagement in digital learning platforms [2, 16, 37].”
Gamification of learning and instruction – Learning processes and individual differences
Sailer, M., Ninaus, M., & Greiff, S. (2026) · Learning and Individual Differences · doi:10.1016/j.lindif.2026.102965
Yılmaz, N. A., & CANER, İ. (2026) · BMC Medical Education · doi:10.1186/s12909-026-09782-8
“Both digital and non-digital game-based environments facilitate information processing through multiple sensory channels, thereby enhancing learning retention [8, 16].”
Exploring gamification: Evidence from scoping and systematic reviews
Ali, S. S., Mirzazadeh, A., Almatrafi, D., Siddiq, W., Almelayu, A., & Alghamdi, D. (2026) · Journal of Dynamics and Games · doi:10.3934/jdg.2026043
Valencia-Caballero, L. Y., & Villamizar, Y. C. U. (2026) · Estudios y Perspectivas Revista Científica y Académica · doi:10.61384/r.c.a..v6i2.1962
Technology Acceptance from DuckMath Quest, a Web-Based Gamified Platform for Algebra Learning
Hernández, C., Paredes, R. G., Mena-Avilés, E., et al. (2026) · doi:10.1109/lt68265.2026.11592561
“Prior research indicates that such approaches stimulate intrinsic motivation by connecting cognitive effort with emotional engagement and playfulness [1], [13].”
Using an IR Receiver with a Mobile Application for Knowledge Testing with Game Elements
Skudnev, D. M., Mitsuk, S., & Kustov, D. (2026) · International Conference on Technology Enhanced Learning in Higher Education (TELE) · doi:10.1109/tele71748.2026.11591384
A Systematic Literature Review on Artificial Intelligence Use in Personalized Learning
Drobnjak, A., Svetec, B., Divjak, B., & Botički, I. (2026) · IEEE Transactions on Learning Technologies · doi:10.1109/tlt.2026.3711814
Perez, F. P., dos Santos, W. O., de Lima, A. C., Junior, A. A. D. C., & Hamari, J. (2026) · Technology Knowledge and Learning · doi:10.1007/s10758-026-09997-0
Gamification in STEM education: Mapping the scientific research landscape
Yindeemak, A., Boonkwang, K., Pachumwon, T., et al. (2026) · Multidisciplinary Reviews · doi:10.31893/multirev.2026594
“…education (K – 12) (Almeida & Simoes, 2019; Bai et al., 2020) to tertiary institutions (Sailer & Homner, 2020; Vesa et al., 2021), focusing on impacts on cognitive skill development, content comprehension, and affective dimensions of learning (Huang et al., 2020; Ortega-Arranz et al., 2019).”
InfluentialNing, R., & Xu, T. C. (2026) · Education and Information Technologies · doi:10.1007/s10639-026-14101-1
Pan, S.-Y., Zhang, Y., & Wang, Y. (2026) · Journal of Hospitality and Tourism Technology · doi:10.1108/jhtt-05-2025-0363
Zhang, C., Wu, W., & Yang, Z. (2026) · IEEE Access · doi:10.1109/access.2026.3719781
“This would allow for an analysis of the stability of gamified teaching’s effectiveness over the long term, a comparison of its adaptability to knowledge points of varying difficulty and types, and the development of a more comprehensive and systematic gamified teaching system [11], [41], [42].”
Wajabula, C. M., Degeng, I. N. S., Kuswandi, D., & Praherdhiono, H. (2026) · The Education and science journal · doi:10.17853/1994-5639-2026-4773
Gamifying Deliberation: Towards a Process-Sensitive Framework
von Ostheim, Y., Flechtner, M., & Veri, F. (2026) · Lecture notes in computer science · doi:10.1007/978-3-032-36676-4_12
Adirbekova, Z., Zhienbayeva, N., Serikbayeva, N., Zhanbyrbaevna, T. M., & Meiramova, S. (2026) · Frontiers in Education · doi:10.3389/feduc.2026.1947526
Ackaradejruangsri, P., & Samarathunga, H. P. N. C. (2026) · SSRN Electronic Journal · doi:10.2139/ssrn.7478776
Exploring the impact of gamified elements on motivation-related variables in physical education
Tudela-Petit, M., Marco-Ahulló, A., Centelles-Lodeiro, H., & García‐Massó, X. (2026) · PLoS ONE · doi:10.1371/journal.pone.0358950
“According to Cognitive Evaluation Theory [16], the psychological effect of any gamified element depends in part on whether the student perceives it as informational (thereby supporting competence) or controlling (thereby thwarting autonomy) [15,21].”
InfluentialGamified Geometry With Free Digital Tools
Skordialos, E. (2026) · IGI Global eBooks · doi:10.4018/979-8-3373-9953-9.ch011
Barkaoui, A., Bettaibi, S., Ouldasine, R., Jamart‐Grégoire, B., & Ezbakhe, A. (2026) · Discover Education · doi:10.1007/s44217-026-02069-6
“On the other hand, student outcomes are primarily focused on more specific academic objectives, such as the mastery of concepts or techniques within a particular discipline, and are often measured at specific points in time, such as at the end of a course or program 2020 [46, 54, 101].”
Designing a User-Centered Educational Serious Game on Camilo Castelo Branco
Castro, G., Pereira, E., & Carreira, R. (2026) · Communications in computer and information science · doi:10.1007/978-3-032-31642-4_6
Oliveira, A. F., Sousa, C., Silva, A. L., Regra, C., & Fernandes, V. (2026) · Communications in computer and information science · doi:10.1007/978-3-032-31642-4_2
Metadata
- 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
- Semantic Scholar
- d8b3b078faf3153b0130718a2dc0923633269276
- 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
About these checks
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.
Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.
What counts as a claim ›How we measure confidence ›How we check this ›
Are you an author, or do you see a problem with this page? Request a review