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Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts
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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“Although game elements are the fundamental building blocks of gamification, there is no commonly acknowledged classification of game elements (Bai et al., 2020).”
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Effect of Digital Game-Based Learning on Student Engagement and Motivation
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“motivation and some studies even suggest negative outcomes if a well-thought design is not followed (Toda et al., 2017; Koivisto & Hamari 2019; Bai et al., 2020).”
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“Various game-design features utilized in gamified systems include badges, points, leader boards, avatars, challenges, and levels [8,15].”
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“This aligns with the general finding of the recent meta-analytic study by Bai et al. (2020) in which it was confirmed that learners who participated in a course involving gamification techniques had reported significantly higher academic achievement than learners who participated in a non-gamified…”
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“Bai et al. (2020) found that learning gamification appeared to be more effective in Asian than in non-Asian regions, but the small number of studies in non-Asian regions could have led to inaccuracy of the findings.”
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Behl, A., Jayawardena, N., Ishizaka, A., Gupta, M., & Shankar, A. (2022) · Journal of Business Research · doi:10.1016/j.jbusres.2021.09.023 · Cited by 104
The relationship between user types and gamification designs
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“…education is to lead students to desired psychological outcomes (e.g., engagement, motivation, fun, or autonomy (Majuri et al. 2018)); however, some studies have also reported that gamification can have negative effects on students’ behavior (Hanus and Fox 2015; Toda et al. 2017; Bai et al. 2020).”
BackgroundComparing gamification models in higher education using Face-to-Face and virtual escape rooms
Pozo-Sánchez, S., Lampropoulos, G., & López-Belmonte, J. (2022) · Journal of New Approaches in Educational Research · doi:10.7821/naer.2022.7.1025 · Cited by 111
Gamification Strategy to Support Self-Directed Learning in an Online Learning Environment
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“The study by Bai et al. (2020) showed that there is no significant difference between gamification in different fields of study.”
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Brazilian and Spanish Mathematics Teachers’ Predispositions towards Gamification in STEAM Education
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“Gamification is a neologism derived from the digital media field [16].”
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“Firstly, serious games are used for positive behavioral changes such as collaboration and teamwork [109], engagement and participation [43, 56], and enhanced performance both at work and school [9, 75].”
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“…systems [7,8]; (ii) gamification can offer ways diverse for students to perform desired educational activities associated with game elements [9–11]; (iii) gamification yields benefits to students, e.g., increasing students’ motivation, enhancing learning performance, or improving training…”
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“For example, Bai et al. (2020) collected studies from 2010 to 2018 and included participants in K-12 or higher education setting but didn’t examine the moderating effect of peer interaction.”
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“There is growing evidence that incorporating game elements into learning, training or other activities has potentials to positively impact users’ motivation and behaviors (Bai et al., 2020; Zainuddin et al., 2020).”
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“Despite challenges like lack of consensus and uniformity [5, 7–11, 15, 17], research suggests that whether it´s a SG or gamification it has potential to enhance education by increasing student engagement, which could improve learning outcomes [14].”
InfluentialVirtual reality reduces COVID-19 vaccine hesitancy in the wild: a randomized trial
Vandeweerdt, C., Luong, T., Atchapero, M., Mottelson, A., Holz, C., Makransky, G., & BOHM, R. M. (2022) · Scientific Reports · doi:10.1038/s41598-022-08120-4 · Cited by 56
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Bibliometric and Collaborative Network Analysis on Active Methodologies in Education
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“It is considered one of the most effective tools to increase motivation and commitment of students at any educational stage (Bai, Hew, & Huang, 2020; Cechetti et al., 2019).”
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“This fi nding is consistent with the overall effect of other educational interventions, which also showed larger effects for shorter interventions (e.g., Bai et al., 2020; Cheng et al., 2019).”
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“For example, research suggests analyzing the conditions under which gamification works best and avoiding pre-existing patterns and designs of the elements (Bai et al., 2020; Dichev et al., 2020).”
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Developing gamification e-quizzes based on an android app: the impact of asynchronous form
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“Consequently, those studies do not add to the understanding of whether personalization improves the state-of-the-art: well-designed, OSFA gamification (Bai et al., 2020; Huang et al., 2020; Sailer & Homner, 2020).”
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“In pursuit of active-ludic methodologies that meet current teaching demands, gamification has experienced a substantial growth in popularity over recent years (Bai et al., 2020; Murillo-Zamorano et al., 2021).”
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“In particular, the gamified elements need to align with the course content and contribute toward achieving the course learning outcomes (Bai et al., 2020).”
BackgroundJong, M. S. (2022) · Journal of Computing in Higher Education · doi:10.1007/s12528-022-09334-1 · Cited by 47
“…problems of FC noted by higher-education instructors is students’ lack of motivation to complete the assigned online pre-learning tasks prior to attending the corresponding face-to-face lectures (Bai et al., 2020 ; Howitt et al., 2015 ; Huang et al., 2018 ; Lee et al., 2019 ; Jong, 2019b ).”
BackgroundWang, F., Ni, X., Zhang, M.-Z., & Zhang, J. (2024) · Comput. Educ. · doi:10.1016/j.compedu.2024.105003 · Cited by 47
Çiğdem, H., Öztürk, M., Karabacak, Y., ATİK, N., Gürkan, S., & Aldemir, M. H. (2024) · Education and Information Technologies · doi:10.1007/s10639-024-12845-2 · Cited by 90
“…point of the descriptive data, the decrease in the number of the learners who completed the quizzes after the third quiz in both groups could be due to the short interaction of the learners with the leaderboards as stated also in the literature (Bai et al., 2020 ; Koivisto & Hamari, 2014, 2019).”
InfluentialOlaizola, J. I., & Arca, J. M. (2020) · Sustainability · doi:10.3390/su122310137 · Cited by 36
“The underlying idea is to develop ways of increasing the motivation and involvement of students at all stages of education, including university [16].”
BackgroundLi, Z., & Oon, P. (2024) · International Journal of STEM Education · doi:10.1186/s40594-024-00498-z · Cited by 57
“When a study reported multiple assessments (e.g., midterm and final exams) in one subject area, we selected the most comprehensive assessment (Bai et al., 2020).”
BackgroundMethodLowry, P. B., Petter, S., & Leimeister, J. M. (2020) · European Journal of Information Systems · doi:10.1080/0960085x.2020.1841574 · Cited by 33
“Thankfully, such schoolyard broadsides are being elegantly, systematically, theoretically, and empirically addressed in the maturing gamification literature (i.e., Bai et al., 2020).”
BackgroundWeng, X., Ng, O., & Chiu, T. K. F. (2023) · Computers & Education · doi:10.1016/j.compedu.2023.104790 · Cited by 45
Adaptive and Personalized Gamification Designs: Call for Action and Future Research
Schöbel, S., Schmidt-Kraepelin, M., Janson, A., & Sunyaev, A. (2021) · AIS Transactions on Human-Computer Interaction · doi:10.17705/1thci.00158 · Cited by 40
“However, our workshop participants pointed out that future research should seek to lay a stronger focus on investigating unintended negative or adverse effects of gamification (Bai et al., 2020; Behl et al., 2021), which we refer to as the “dark side” of gamification.”
BackgroundLeaderboards in an EFL course: Student performance and motivation
Philpott, A., & Son, J. (2022) · Computers & Education · doi:10.1016/j.compedu.2022.104605 · Cited by 35
Mohammed, M., Fatemah, A., & Hassan, L. (2024) · Simulation & Gaming · doi:10.1177/10468781241237389 · Cited by 37
“Research has demonstrated that gami fi ed education has a notable impact on students ’ academic achievement, motivation, thinking skills and understanding of concepts in comparison with non-gami fi ed learning methods (Bai et al., 2020; Zhan et al., 2022).”
Λαμπρόπουλος, Γ., & Evangelidis, G. (2025) · Applied Sciences · doi:10.3390/app15020971 · Cited by 65
Yi, M., & Chen, M. (2025) · Frontiers in Psychology · doi:10.3389/fpsyg.2025.1568239 · Cited by 66
“However, the significantly higher gains in the AI + Scaffolding group underscore that gamification alone may not suffice to produce sustained growth (Bai et al., 2020); instead, teachers act as catalysts who contextualize game elements to meet curricular needs.”
The role and scope of gamification in education: A scientometric literature review
Gini, F., Bassanelli, S., Bonetti, F., Mogavi, R. H., Bucchiarione, A., & Marconi, A. (2025) · Acta Psychologica · doi:10.1016/j.actpsy.2025.105418 · Cited by 67
Qiao, M. S., Chu, S. K. W., & Yeung, S. S. (2023) · Computer Assisted Language Learning · doi:10.1080/09588221.2023.2230273 · Cited by 45
“Although the meta-analytic studies suggested an overall positive effect (e.g., Bai et al., 2020), negative or null significant effects were observed in some studies (e.g., Hanus & Fox, 2015).”
Gamification in Mobile Apps for Children With Disabilities: Scoping Review
Mahmoudi, E., Yoo, P. Y., Chandra, A., Cardoso, R., dos Santos, C. D., Majnemer, A., & Shikako‐Thomas, K. (2024) · JMIR Serious Games · doi:10.2196/49029 · Cited by 45
“A meta-analysis of qualitative studies of students shows that gamification can cause anxiety and jealousy among students [89].”
López-Jiménez, J. J., Fernández‐Alemán, J. L., García‐Berná, J. A., González, L. L., Sequeros, O. G., Nicolás, J., de Gea, J. M. C., Idri, A., & Toval, A. (2021) · International Journal of Environmental Research and Public Health · doi:10.3390/ijerph182413210 · Cited by 32
“Evidence on the impact of the gamification on student academic outcomes has been reported in a meta-analysis of 24 empirical studies, involving a total of 3202 participants [75].”
BackgroundCheng, Y. (2022) · Social Science Computer Review · doi:10.1177/08944393221111928 · Cited by 33
“…motivating learners to perform their desired learning tasks can enhance such a tool continuance intention and increase learners ’ learning performance (Bai et al., 2020), and learners who complete course-related tasks tend to perform better than learners who postpone completing them (Bai et…”
BackgroundInfluentialCan gamification enhance online learning? Evidence from a meta-analysis
Yu, Q., Kun, Y., & Li, B. (2023) · Education and Information Technologies · doi:10.1007/s10639-023-11977-1 · Cited by 46
“The results are consistent with Bai et al. (2020).”
InfluentialNguyen‐Viet, B., & Nguyen-Viet, B. (2023) · Cogent Education · doi:10.1080/2331186x.2023.2265276 · Cited by 39
“While many studies have evaluated learning performance and outcomes of incorporating gamification in educational settings (Bai et al., 2020; Hanus & Fox, 2015; Huang et al., 2020), several intriguing issues remain unresolved.”
BackgroundMellado, R., & Cubillos, C. (2024) · Journal of Computer Assisted Learning · doi:10.1111/jcal.13000 · Cited by 53
Metadata
- 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
- 994
- References
- 190
- Citations by year
- 2026: 270 · 2025: 203 · 2024: 181 · 2023: 160 · 2022: 94 · 2021: 65 · 2020: 20
- FWCI
- 14.94
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- Educational Research Review (publishedVersion)
- Funders
- National Institute of General Medical Sciences (R25GM129219)
- 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, student anxiety, jealousy, educational technology
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