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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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“GM is an emerging technique within education [3,34,35].”
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“Di ff erent meta-analyzes have shown that the e ff ect of gami fi cation on student ’ s performance is positive with a medium e ff ect size (Bai et al., 2020; Hamari et al., 2014; Y ı ld ı r ı m & Ş en, 2019).”
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“Gamification is employed in fostering students’ enthusiasm, by, for instance, providing them with immediate feedback during performance and enhancing recognition of their achievements [17] inside learning contexts.”
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“” Besides the potential to increase user motivation, gamification has also been established as a helpful tool in the field of education (Bai et al., 2020; Dichev & Dicheva, 2017; Dicheva et al., 2015; Majuri et al., 2018).”
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“Furthermore, they all found that gami fi cation positively a ff ected students ’ learning (e.g. Bai et al., 2020; Huang et al., 2020; Ho et al., 2022; Kim & Castelli, 2021; Ritzhaupt et al., 2021; Y ı ld ı r ı m & Ş en, 2021).”
InfluentialGame-Based Learning for Students’ Computational Thinking: A Meta-Analysis
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“Subject disciplines also contribute to different effect sizes regarding GBL and CT (Bai et al., 2020).”
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Digital badges affect need satisfaction but not frustration in males in higher education
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GAMIFIED EDUCATIONAL ROBOTS LEAD AN INCREASE IN MOTIVATION AND CREATIVITY IN STEM EDUCATION
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“Furthermore, noting how gamification may be effective but also impact students’ enjoyment (Bai et al., 2020), we wish to explore if settings affect students’ enjoyment and motivation.”
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“First, the study results support the idea that an appropriate gamifying process may provide positive learning performances during the learning process (Bai et al., 2020; Buckley and Doyle, 2016; Hakulinen et al., 2015).”
ResultCao, Y., Gong, S., Wang, Z., Cheng, Y. J., & Wang, Y. (2022) · Journal of Computer Assisted Learning · doi:10.1111/jcal.12652 · Cited by 29
Monteiro, R. H. B., Souza, M. R. D. A., Oliveira, S. R. B., et al. (2021) · IEEE/ACM International Conference on Software Engineering: Software Engineering Education and Training (ICSE-SEET) · doi:10.1109/icse-seet52601.2021.00025 · Cited by 24
“For instance, Chow and Huang [PS001] used an experiment to evaluate the gamification framework proposed in their study.”
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“The approach has faced criticism and skepticism, with some detractors labeling it as “exploitationware” (Bai et al., 2020 ).”
Faculty and students perspectives towards game-based learning in health sciences higher education
Hashish, E. A. A., Alnajjar, H. A., Alharbi, M., Alotaibi, M. S., & Alqahtany, M. M. (2024) · Heliyon · doi:10.1016/j.heliyon.2024.e32898 · Cited by 36
“These challenges align with previous research [1,30,39].”
BackgroundResultSeven Points to Reappropriate Gamification
Thibault, M., & Hamari, J. (2021) · Springer eBooks · doi:10.1007/978-3-030-68207-1_2 · Cited by 29
ГЕЙМІФІКАЦІЯ ЯК СУЧАСНИЙ ОСВІТНІЙ ТРЕНД
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“In a meta-analysis conducted by Bai et al. (2020), they studied a total of 30 independent interventions involving 3202 participants derived from 24 quantitative studies investigating the impact of gamification on student academic performance in diverse educational environments.”
From Engagement to Achievement: How Gamification Impacts Academic Success in Higher Education
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“Gamification complements and expands on the basic principles of active methodologies as well as game mechanics, and its usage has the potential the improve the learning experience, engagement and performance (Bai et al., 2020; Cechetti et al., 2019).”
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“Bai et al, (2020) indicated that gamification is only one technique for engaging learners in the learning process and may not guide students to focus on the learning content to achieve the learning goals.”
The Impact of Gamification on Student Engagement and Learning Outcomes in Mathematics Education
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“The profile of how primary education students use digital and video games is important to know in order to develop appropriate educational activities (Bai et al., 2020a, b).”
BackgroundThe Consistency of Gamification User Types: A Study on the Change of Preferences over Time
Santos, A. C. G., Oliveira, W., Hamari, J., Joaquim, S., & Isotani, S. (2023) · Proceedings of the ACM on Human-Computer Interaction · doi:10.1145/3611068 · Cited by 21
“, “the design of systems, services, and activities to provide motivation bene ts as those games usually create” [28, 35], has been widely investigated and applied in the last ten years [6, 34, 35].”
BackgroundResultInfluentialGame principle: enhancing learner engagement with gamification to improve learning outcomes
Liu, S., Ma, G., Tewogbola, P. O., Gu, X., Gao, P., Dong, B., He, D., Lai, W., & Wu, Y. (2023) · Journal of Workplace Learning · doi:10.1108/jwl-11-2022-0160 · Cited by 26
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“Regarding the affective aspect, some scholars have found that game-based learning can help improve learners ’ learning motivation (e.g., Bai et al., 2020; H¨oyng, 2022; Liu et al., 2023).”
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“In contrast, Bai et al. (2020), Yıldırım and Şen (2019), and Castillo-Manzano et al. (2016) stated in their meta-analysis that there was no significant heterogeneity among ES on gamification academic achievement according to learner stage.”
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Palomino, P. T., Toda, A. M., Rodrigues, L., Oliveira, W., Nacke, L. E., & Isotani, S. (2022) · Research and Practice in Technology Enhanced Learning · doi:10.58459/rptel.2023.18018 · Cited by 23
Exploring Gamification Research Trends Using Topic Modeling
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“Novelty effects of gami fi cation cannot be ruled out in the current study, and long-term gami fi cation implementation is needed to examine these potential effects (Bai et al., 2020).”
Mula-Falcón, J., Moya, I., & Ruiz‐Ariza, A. (2022) · Review of European Studies · doi:10.5539/res.v14n2p32 · Cited by 38
“More recently, other meta-analysis has also analysed the effects of gamification on learning or academic performance with mild positive results (Bai, Hew, and Huang 2020; Sailer and Homner 2020; Yıldırım and Şen 2020).”
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“In a study with 3.202 participants, Bai et al. (2020) investigated the effects of gamification on learners’ academic performance in several educational settings and the data resulted in an overall statistically significant medium effect size in favor of the treatment group.”
InfluentialCai, Z., Zhang, X., Liu, C., & Zhan, J. (2025) · Journal of Computer Assisted Learning · doi:10.1111/jcal.70002 · Cited by 34
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“That said, the introduction of gamified content into educational settings has been hotly debated [1, 7].”
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RetractedGamificando la Evaluación: Una Alternativa a la Evaluación Tradicional en Educación Primaria
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“Aunque fue en 2002 cuando Nick Pelling acuñó el término gamificación (Marczewski, 2013), no es hasta los últimos años cuando se ha extendido su uso (Bai et al., 2020).”
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“The design of gami fi cation has been applied and explored in many research domains, like commerce (Abou-Shouk and Soliman 2021), education (S. Bai, Hew, and Huang 2020), and health management (H. Yang and Li 2021b).”
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“However, the decrease in the number of students completing the quizzes after the third test, observed in both groups as shown in Table 5, may reflect the transient nature of students' interaction with leader-boards, as mentioned in the literature [3, 31, 32].”
BackgroundInfluentialUnderstanding the failing of social gamification: A perspective of user fatigue
Yang, H., Wang, L., Hu, Z., & Li, D. (2024) · Electronic Commerce Research and Applications · doi:10.1016/j.elerap.2024.101369 · Cited by 20
Gamification als didaktisches Mittel in der Hochschulbildung
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“Zwei negative Aspekte im Zusammenhang mit Gamification konnten ebenfalls identifiziert werden: 1) Gamification hat keinen konkreten Nutzen für die Nutzer*innen und 2) der Einsatz von Gamification kann Unsicherheit und Neid generieren (Bai et al. 2020).”
BackgroundInfluentialGAMIFIKASI UNTUK PENDIDIKAN: PEMBELAJARAN KIMIA YANG MENYENANGKAN PADA MASA PANDEMIC COVID-19
Lutfi, A., Aini, N. Q., Amalia, N., Umah, P. A., & Rukmana, M. D. (2021) · Jurnal Pendidikan Kimia Indonesia · doi:10.23887/jpk.v5i2.38486 · Cited by 16
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Does Reward Gamification Drive Brand Relationship Quality?: An Experimental Approach
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“…(Cechanowicz et al., 2013); Pro-environmental behavior (Lounis et al., 2014), public services (Tolmie et al., 2014), retailing (Hamari, 2013), learning (Bai et al., 2020), healthcare (Hamari & Koivisto, 2014), tourism (Abou-Shouk & Soliman, 2021), education (Legaki et al., 2021; Putz et al., 2020).”
BackgroundA systematic review of studies of parental involvement in computational thinking education
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“The seven databases have been used in the previous review papers in the discipline of education (Bai et al., 2020; Hu et al., 2021; Hu & Chen, 2021; Jia & Hew, 2021).”
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Self-citationIntegrity games: an online teaching tool on academic integrity for undergraduate students
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“Recent reviews on the effect of gamified teaching by Bai, Hew & Huang (2020) and van Gaalen et al. (2021) indicate moderately positive effects on average, but also substantial variations.”
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“…gamification (Lin et al. 2023; Deterding et al., 2011; Buckley and Doyle 2017; Elaish et al. 2019; Suh et al. 2008; Hamari et al., 2014, Xi and Hamari 2019; Simões et al. 2013; Bai et al., 2020; Glover, 2013; Sanchez et al. 2020; Koivisto and Hamari 2019; Sandra et al. 2020; Bitrian et al. 2021).”
InfluentialThe effects of gender stereotype-based interfaces on users’ flow experience and performance
Oliveira, W., Hamari, J., Ferreira, W. D., Toda, A. M., Palomino, P. T., Vassileva, J., & Isotani, S. (2022) · Journal of Computers in Education · doi:10.1007/s40692-022-00249-5 · Cited by 14
“…or group) in the students’ perception according to their gamer type/user type or demographic information (Koivisto & Hamari, 2019; Rapp et al., 2019; Bai et al., 2020), forgetting, therefore, other highly important aspects, such as gender stereo-type threats [ e.g. , a situation raises concern…”
Rosa-Castillo, A., García-Pañella, O., Novella, A. R., Maestre-González, E., Pulpón-Segura, A. M., Icart-Isern, T., & Solà‐Pola, M. (2023) · Nurse Education in Practice · doi:10.1016/j.nepr.2023.103656 · Cited by 14
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“Bai et al.’s (2020), Kaya and Ercag’s (2023), and Papadakis et al.’s (2023) studies further showed the effectiveness of integration gamified elements in learning for improving students’ academic performance, learning motivation, and learning engagement.”
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A bibliometric analysis of global research on education in the Scopus database, 2013–2022
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The effectiveness of game-based literacy app learning in preschool children from diverse backgrounds
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University Students’ Perspectives on Gamification in Vocabulary Learning: A Literature Review
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“…1991; Nakamura & Csikszentmihalyi, 2009)) is enabled by badges and progress bars that provide immediate feedback on performance and progress (Bai et al., 2020; Hamari & Sj¨oblom, 2017) and levels that allow players to choose appropriate challenges (Bai et al., 2020; Nakamura &…”
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Krath, J., Schmidt-Kraepelin, M., Schöbel, S., Ullrich, M., Sunyaev, A., & von Korflesch, H. F. O. (2024) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3613904.3642048 · Cited by 15
A Gamified Platform to Support Educational Activities About Fake News in Social Media
Capecchi, S., Lieto, A., Patti, F., Pensa, R. G., Rapp, A., Vernero, F., & Zingaro, S. (2024) · IEEE Transactions on Learning Technologies · doi:10.1109/tlt.2024.3410088 · Cited by 15
“According to recent meta-reviews, games and gamified approaches appear to be evenmoreeffectivethanmanyotherformsoflearning,sincethey canfosterenthusiasm,providefeedbackonperformance,fulfill learners’needsforrecognition,andpromotegoalsetting[17].”
Dejonckheere, E., Verdonck, S., Andries, J. I., Röhrig, N., Piot, M., kilani, G., & Mestdagh, M. (2024) · Computers in Human Behavior · doi:10.1016/j.chb.2024.108360 · Cited by 20
Xu, W. M., Xu, G.-R., & Xing, Q.-W. (2024) · Studies in Higher Education · doi:10.1080/03075079.2024.2416498 · Cited by 18
“This may be due to the emphasis on external incentives and competition within these combinations, which can lead to stress, tension, and anxiety among students (Ahmad et al. 2021; Bai, Hew, and Huang 2020).”
Waluyo, B., & Balazon, F. G. (2024) · Acta Psychologica · doi:10.1016/j.actpsy.2024.104638 · Cited by 23
The Impact of Game-Based Interventions on Adult Cognition: A Systematic Review
Coelho, F., Gonçalves, D. J. V., & Abreu, A. M. (2025) · International Journal of Human-Computer Interaction · doi:10.1080/10447318.2025.2462746 · Cited by 14
“Other studies emphasize qualitative data, exploring perceptions of GBI to generate insights into why individuals may enjoy or dislike GBI (Bai et al., 2020) and to propose new ideas and models for more effective interventions (Khaleghi et al., 2021).”
Jogo, D. A., Challco, G. C., Bittencourt, I. I., Reis, M., Silva, L. R., & Isotani, S. (2022) · International Journal of Child-Computer Interaction · doi:10.1016/j.ijcci.2022.100458 · Cited by 14
Dapica, R., Hernández, A., & Peinado, F. (2022) · Entertainment Computing · doi:10.1016/j.entcom.2022.100510 · Cited by 18
The power of play: gamification in virtual workplace training
Eger, V. M., Georganta, E., Zuercher, P.-D., Mueller, F., Bohné, T., & Diefenbach, S. (2024) · European Journal of Work and Organizational Psychology · doi:10.1080/1359432x.2024.2412360 · Cited by 16
“Different gamification elements can be integrated into workplace training and can provide instant feedback to learners and performance metrics, allowing learners to track their progress and identify areas for improvement (Bai et al., 2020; Khaldi et al., 2023).”
Effects of Game-Based Learning on Students’ Motivation in Chemistry: A Meta-analysis
Xu, J. J., Sun, X. F., Liu, Y. N., Zhang, S. Y., & Zhou, Q. W. (2025) · Journal of Chemical Education · doi:10.1021/acs.jchemed.4c01304 · Cited by 12
An, Y. (2023) · TechTrends · doi:10.1007/s11528-022-00833-7 · Cited by 14
“This finding is consistent with the finding of Bai et al. (2020), which suggests that gamification can cause anxiety or jealousy.”
BackgroundResultLüking, S., Wünsche, S., & Wilde, M. (2023) · Frontiers in Psychology · doi:10.3389/fpsyg.2023.1256350 · Cited by 19
“In gamified learning environments, learners might perceive enjoyment and satisfaction when engaging with gamified activities given they follow defined goals and receive clear feedback (Bai et al., 2020).”
BackgroundA story-driven gamified education on USB-based attack
Rikkers, V., & Sarmah, D. K. (2023) · Journal of Computing in Higher Education · doi:10.1007/s12528-023-09392-z · Cited by 16
“In their meta-analysis, Bai et al. (2020) found that gamification overall has a positive effect on learning and education.”
InfluentialGamification in the formation of digital skills of future teachers
Desnenko, S. I., Pakhomova, T., Starostina, S. E., et al. (2021) · E3S Web of Conferences · doi:10.1051/e3sconf/202127312118 · Cited by 12
Gamification in Vocational Teaching and Learning: Perception and Readiness among Lecturers
Omar, M. B., Ali, D. F., Adnan, N. A. I. M. A. M., & Saari, M. A. (2022) · International Journal of Education · doi:10.5296/ije.v14i1.19507 · Cited by 22
The Psychology of Rewards in Digital Game-Based Learning: A Comprehensive Review
Soo, C., & Lee, J. A. C. (2022) · Journal of Cognitive Sciences and Human Development · doi:10.33736/jcshd.4131.2022 · Cited by 12
“Bai et al. (2020) further argue that rewards in DGBL could encourage the learners to set goals.”
BackgroundInfluentialA randomized trial of behavioral interventions yielding sustained reductions in distracted driving
Ebert, J. P., Xiong, R. A., Khan, N., Abdel-Rahman, D., Leitner, A., Everett, W. C., Gaba, K. L., Fisher, W. J., McDonald, C. C., Winston, F. K., et al. (2024) · Proceedings of the National Academy of Sciences · doi:10.1073/pnas.2320603121 · Cited by 13
“Prior research has established the effectiveness of gamification on behavior change in a variety of domains (31–33).”
Henry, J., Li, F., & Arnab, S. (2024) · Simulation & Gaming · doi:10.1177/10468781241271082 · Cited by 10
“…game elements in non-game contexts (Deterding et al., 2011), has been widely reported to provide positive changes in academic performance and intrinsic motivation to students across multiple levels of study, including higher education (Bai et al., 2020; Buckley & Doyle, 2016; Chapman & Rich, 2018).”
Behnamnia, N., Kamsin, A., & Hayati, S. (2024) · Innoeduca. International Journal of Technology and Educational Innovation · doi:10.24310/ijtei.102.2024.19694 · Cited by 13
“The findings indicate that gameplay design significantly affects learning outcomes, which is consistent with previous research (Bai et al., 2020; Chen, 2020; Tsai & Tsai, 2020).”
InfluentialMonteiro, R. H. B., Oliveira, S. R. B., & Souza, M. R. D. A. (2021) · 2022 IEEE Frontiers in Education Conference (FIE) · doi:10.1109/fie49875.2021.9637232 · Cited by 11
Haruna, H., Abbas, A., Zainuddin, Z., Hu, X., Mellecker, R. R., & Hosseini, S. (2021) · Information and Learning Sciences · doi:10.1108/ils-05-2020-0162 · Cited by 11
Promoting learning of biomechanical concepts with game-based activities
Keogh, J., Moro, C., & Knudson, D. V. (2021) · Sports Biomechanics · doi:10.1080/14763141.2020.1845470 · Cited by 13
“Potential reasons for this may include a perception that it does not bring additional utility, that it causes anxiety or jealousy (Bai et al., 2020), or that some students simply consider themselves ‘not gamers’ and so do not wish to fully engage with this delivery mode (Moro et al., 2020a).”
BackgroundThe Effects of Gamification on Learners’ Engagement According to Their Gamification User Types
dos Santos, L. F., Oliveira, W., Corrêa de Lima, A., de Castro Junior, A. A., & Hamari, J. (2026) · Technology, Knowledge and Learning · doi:10.1007/s10758-025-09866-2 · Cited by 11
Alwakid, W., & Dahri, N. A. (2025) · Education and Information Technologies : Official Journal of the IFIP technical committee on Education · doi:10.1007/s10639-025-13777-1 · Cited by 10
“This finding aligns with evidence indicating gamification enhances learning achievements through guaranteeing participation and retention (Bai et al., 2020; James et al., 2024; Pechenkina et al., 2017).”
Influentialda Rocha, F. D. F., Lemos, B., de Brito, P. H., Santos, R., Rodrigues, L., Isotani, S., & Dermeval, D. (2023) · Education and Information Technologies · doi:10.1007/s10639-023-11906-2 · Cited by 10
“How-123 ever, studies show that sometimes gamification is ineffective or even negative (Toda et al., 2017; Bai et al., 2020).”
InfluentialLearning Landscape in Gamification: The Need for a Methodological Protocol in Research Applications
Orsoni, M., Dubé, A. K., Prandi, C., Giovagnoli, S., Benassi, M., Mazzoni, E., & Benvenuti, M. (2023) · Perspectives on Psychological Science · doi:10.1177/17456916231202489 · Cited by 17
“Bai et al. (2020) discussed the importance of educational levels in moderating the impact of gamification on academic achievement.”
Influential
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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