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The impact of gamification in educational settings on student learning outcomes: a meta-analysis
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Gamification in Science Education. A Systematic Review of the Literature
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“[30] carried out a meta-analysis study where they integrated 30 independent studies in formal educational settings, and it was observed that the effect size on learning outcomes was greater in the gamified groups than in the control groups.”
BackgroundVirtual reality and gamification in education: a systematic review
Λαμπρόπουλος, Γ., & Kinshuk, K. (2024) · Educational Technology Research and Development · doi:10.1007/s11423-024-10351-3 · Cited by 569
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“Consequently, this is viewed as one of the leading researches [16,17] to quantify and qualify gamification effects in educational settings using meta-analysis.”
BackgroundMurillo‐Zamorano, L. R., Sánchez, J. Á. L., Caballero, A. L. G., & Muñoz, C. B. (2021) · International Journal of Educational Technology in Higher Education · doi:10.1186/s41239-021-00249-y · Cited by 296
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
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