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
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Citations
Cites
The Measurement of Observer Agreement for Categorical Data
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Preferred Reporting Items for Systematic Reviews and Meta-Analyses: The PRISMA Statement
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“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
Gamification in Science Education. A Systematic Review of the Literature
Kalogiannakis, M., Papadakis, S., & Zourmpakis, A.-I. (2021) · Education Sciences · doi:10.3390/educsci11010022 · Cited by 890
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
“[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
Effects of Gamification on Behavioral Change in Education: A Meta-Analysis
Kim, J.-H., & Castelli, D. M. (2021) · International Journal of Environmental Research and Public Health · doi:10.3390/ijerph18073550 · Cited by 203
“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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