Cited by 1,919Educational Games and GamificationDigital Games and MediaOnline Learning and Analytics

Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance

Hanus, Michael D., Fox, Jesse·2015·Computers & Education

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Crossref · 10.1016/j.compedu.2014.08.019

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57 of 57 references verified0 citation errors · 0 not checkable

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  • Hanus and Fox (2015) reported that badges, leaderboard, virtual coins, and pseudonyms incorporated in a communication course can have a detrimental effect on students' motivation, satisfaction, and empowerment.

    “Negative results such as those of Hanus and Fox (2015), who reported that badges, leaderboard, virtual coins, and pseudonyms incorporated in a communication course can have a detrimental effect on students ' motivation, satisfaction, and empowerment, help understand the limits of gamification.”
  • Gamified 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).”
  • Numerous 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).”
  • Some 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).”
  • Less motivation, satisfaction and empowerment was observed in students when badges were combined with multiple game elements compared with students in the non-gamified environment.

    “Despite the tendency towards positive results, less motivation, satisfaction and empowerment was observed in students when badges were combined with multiple game elements (e.g.leaderboards and virtual coins) compared with students in the non-gamified environment (Hanus & Fox, 2015).”

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Authors
Hanus, M. D., & Fox, J.
Affiliations
The Ohio State University (US)
Corresponding author
Hanus, Michael D.
Venue
Computers & Education
Publisher
Elsevier BV
Published
2015-01
Volume
80
Pages
152-161
ISSN
0360-1315 (ISSN-L)
OpenAlex
W2037621702
Cited by
1,918
References
70
Citations by year
2026: 151 · 2025: 167 · 2024: 185 · 2023: 220 · 2022: 214 · 2021: 255 · 2020: 168 · 2019: 208 · 2018: 159 · 2017: 101 · 2016: 49 · 2015: 38 · 2014: 1 · 2013: 1 · 2012: 1
FWCI
146.53
Type
journal article
Language
en
Update notices
erratum (2018-12-01)
Open access
closed
Locations
Computers & Education (publishedVersion)
Topics
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Social Sciences › Sociology and Political Science › Digital Games and Media
  • Physical Sciences › Computer Science › Computer Science Applications › Online Learning and Analytics
Keywords
gamification, intrinsic motivation, social comparison, student satisfaction, student effort, student empowerment, academic performance, badges, leaderboards, student engagement, longitudinal effects

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