The DOI matches its Crossref record; 87 of the 87 references it cites were found in a registry or an index.
Gamification in the classroom: Examining the impact of gamified quizzes on student learning
Open accessAbstract
Abstract Gamification is emerging as a method aimed at enhancing instructional contents in educational settings. However, theoretical underpinnings of the proposed effects of gamification are lacking. This paper applies the theory of gamified learning and extends research exploring the benefits of gamification on student learning through the testing effect. In a quasi-experimental design, university students (N = 473) prepared for three tests using traditional quizzes (i.e., a question, four response options) or gamified online quizzes (i.e., a wager option, a progress bar, encouraging messages). We assumed that students completing gamified quizzes would complete more quizzes and, through the benefits of the testing effect, would demonstrate better learning. Findings supported the testing effect in that students who completed more quizzes performed better on subsequent tests. Furthermore, students who completed the gamified quizzes had significantly better scores on the first test. However, this effect was not due to students completing more quizzes in the gamification group. Additionally, the beneficial effect of gamification did not persist for subsequent tests. This supports that gamification might work through a novelty effect where its influence may not be sustainable. Further analyses showed that higher achieving students benefited more from gamification than lower achieving students. Overall, the results (a) imply that gamification may be a viable option for short-term assignments, (b) highlight concerns of a novelty effect possibly recommending instructors not to use the same gamification method permanently, and (c) indicate that there are contexts where gamification might not be adequate to target low achieving students. Given these results we call for longitudinal studies investigating the novelty effects of gamification and research examining individual differences moderating the effects of gamification.
Overview
The claims and statistics of this paper haven’t been checked yet.
Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.
Integrity signals
Registry
Cites
Statistics
Verification
Claims the paper makes
The claims and statistics of this paper haven’t been checked yet.
Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.
Self-check
Percentages, sums and reported differences re-computed from the paper’s own numbers.
The self-check needs the paper’s full text.
Citations
Cites
(2010) · Cited by 8,261
Kahneman, D., & Tversky, A. (1984) · American Psychologist · doi:10.1037/0003-066x.39.4.341 · Cited by 6,544
Kahneman, D., & Tversky, A. (2013) · World Scientific Handbook in Financial Economics Series · doi:10.1142/9789814417358_0016 · Cited by 5,320
Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification
Hamari, J., Koivisto, J., & Sarsa, H. (2014) · 2014 47th Hawaii International Conference on System Sciences · doi:10.1109/hicss.2014.377 · Cited by 5,201
An index and test of linear moderated mediation
Hayes, A. F. (2015) · Multivariate Behavioral Research · doi:10.1080/00273171.2014.962683 · Cited by 3,979
Job Engagement: Antecedents and Effects on Job Performance
Rich, B. L., Lepine, J. A., & Crawford, E. R. (2010) · Academy of Management Journal · doi:10.5465/amj.2010.51468988 · Cited by 3,833
(2009) · US Department of Education · Cited by 3,654
Richardson, M., Abraham, C., & Bond, R. (2012) · Psychological Bulletin · doi:10.1037/a0026838 · Cited by 3,646
Self-Efficacy: A Theoretical Analysis of Its Determinants and Malleability
Gist, M. E., & Mitchell, T. R. (1992) · The Academy of Management Review · doi:10.2307/258770 · Cited by 3,545
Lundberg, C. C. (2000) · Creative Consulting · doi:10.1108/978-1-60752-837-120251015 · Cited by 3,337
Cited by
Gamification applications in E-learning: a literature review
Saleem, A. N., Noori, N. M., & Ozdamli, F. (2022) · Technology, Knowledge and Learning · doi:10.1007/s10758-020-09487-x · Cited by 478
Gamification of e-learning in higher education: a systematic literature review
Khaldi, A., Bouzidi, R., & Nader, F. (2023) · Smart Learning Environments · doi:10.1186/s40561-023-00227-z · Cited by 409
Gamification of in‐class activities in flipped classroom lectures
Sailer, M., & Sailer, M. (2021) · British Journal of Educational Technology · doi:10.1111/bjet.12948 · Cited by 234
Investigating the Impact of Gamification on Student Motivation, Engagement, and Performance
García-López, I. M., Acosta-Gonzaga, E., & Ruiz-Ledesma, E. F. (2023) · Education Sciences · doi:10.3390/educsci13080813 · Cited by 78
Alhalafawy, W. S., & Tawfiq Zaki, M. Z. (2022) · International Journal of Emerging Technologies in Learning (iJET) · doi:10.3991/ijet.v17i06.28885 · Cited by 69
Metadata
- Authors
- Sanchez, D. R., Langer, M., & Kaur, R.
- Venue
- Computers & Education
- Publisher
- Elsevier BV
- Published
- 2020-01
- Volume
- 144
- Pages
- 103666
- ISSN
- 0360-1315 (ISSN-L)
- OpenAlex
- W2967601864
- Cited by
- 328
- References
- 87
- FWCI
- 54.82
- Type
- journal article
- Language
- en
- Open access
- green
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
How to cite
Cite CoChat for the checks on this page, and the paper for its own findings.
- This page
- CoChat. (2026). Citation check: Gamification in the classroom: Examining the impact of gamified quizzes on student learning. https://app.cochat.ai/papers/10.1016/j.compedu.2019.103666
- The paper
- Sanchez, D. R., Langer, M., & Kaur, R. (2020). Gamification in the classroom: Examining the impact of gamified quizzes on student learning. Computers & Education. https://doi.org/10.1016/j.compedu.2019.103666
Data sources
Bibliographic data: Semantic Scholar, OpenAlex, Crossref.
Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).
Semantic Scholar’s data is described in: Kinney, R., et al. (2023). The Semantic Scholar Open Data Platform. arXiv:2301.10140.