Cited by 689Educational Games and GamificationDigital Games and MediaOnline Learning and Analytics

Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts

Bai, Shurui, Hew, Khe Foon, Huang, Biyun·2020·Educational Research Review

Abstract

Despite the buzz around gamification as an exciting new method to engage students, evidence of its ability to enhance learning is mixed. In fact, gamification has attracted considerable controversy (“gamification is bullshit”) and some derogatory labels such as “exploitationware.” Therefore, in order to make the case for or against gamification in education, it is important to examine the effects (if any) of gamification on student learning achievements. This study is a meta-analysis of 30 independent interventions (3,202 participants) drawn from 24 quantitative studies that have examined the effects of gamification on student academic performance in various educational settings. The results show an overall significant medium effect size in favor of gamification over learning without gamification (Hedges' g = 0.504, 95% CI [0.284–0.723], p

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Crossref · 10.1016/j.edurev.2020.100322

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152 of 152 references verified0 citation errors · 0 not checkable

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Flagged first, then by citations

38 of the 190 references couldn’t be matched to a known paper.

Research works printed but not linked: 2

  1. Arkün Kocadere, 2018, 21, 12
  2. Caponetto, 2014, Gamification and education: A literature review, 50

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Authors
Bai, S., Hew, K. F., & Huang, B.
Affiliations
University of Hong Kong (HK)
Corresponding author
Hew, Khe Foon
Venue
Educational Research Review
Publisher
Elsevier BV
Published
2020-06
Volume
30
Pages
100322
ISSN
1747-938X (ISSN-L)
OpenAlex
W3010425548
Cited by
689
References
190
Citations by year
2026: 99 · 2025: 126 · 2024: 147 · 2023: 146 · 2022: 87 · 2021: 61 · 2020: 15
FWCI
17.92
Type
journal article
Language
en
Open access
closed
Locations
Educational Research Review (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, learning outcomes, academic performance, student engagement, joyful learning, performance feedback, recognition, goal setting

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