The DOI matches its Crossref record; 152 of the 190 references it cites were found in a registry or an index.
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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InfluentialThe effects of demographic factors on learners’ flow experience in gamified educational quizzes
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“In addition, adding gamification elements (Bai et al., 2020) to online asynchronous discussion activities to explore whether they can promote students’ asynchronous interactive discussion is also a topic worthy of research (de la Peña et al., 2021).”
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The Effect of Gamification on Students’ Learning
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InfluentialGamification in E-learning: Bridging Educational Gaps in Developing Countries
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The Effect of Classcraft on Enhancing Grammar Performance of Adult Learners
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“may not always be as effective as we would like to believe [9, 107].”
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“A review of qualitative studies on gamification in education by Bai et al. (2020) found that students had four main positive reactions to gamified learning: enthusiasm, feedback, recognition, and clear goals.”
BackgroundPlayer Types in Gamified Learning: Conceptualization, Validation, and Profiling
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“Meta-analytic research also supports that gamification leads to improved learning outcomes in students in an enjoyable manner by increasing students’ engagement and motivation, promoting goal setting behaviours in them and supporting their need for recognition [15].”
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“Kahoot! s simple gamified pointification mechanics (Subhash & Cudney, 2018; Bai et al., 2020) were considered to help in student engagement after the passive instruction phase.”
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“Gamification is an umbrella term which has taken multiple forms in the literature, such as points, badges, levels, and leaderboards (Bai et al., 2020; Çakıroğlu et al., 2017; Koivisto & Hamari, 2019; Legaki et al., 2021; Nah et al., 2014; Y.-F. Wang et al., 2022).”
Gamification and Novelty Effect in Distance Learning During the Covid-19 Pandemic
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“This is also in line with the recent meta-analysis which found a medium positive effect of gamification in terms of performance feedback and enjoyment (Bai et al., 2020).”
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“Especially, gamification has been widely used in education (becoming the area with the highest number of studies on gamification) [7], generating great interest from the educational technology community.”
BackgroundExploring Augmented Reality in Multiplayer Game Design to Promote Empathy and Prosocial Behavior
López-Faican, L., Javier, J., & Montaner-Marco, J. (2023) · International Conference on Human Computer Interaction (Interacción) · doi:10.1145/3612783.3612794 · Cited by 6
“For this operationalization, we propose a gamified system [19], [20] based on a model of tasks and steps that must be carried out cooperatively by several users.”
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“Because the qualitative research approach focused on obtaining as much information as possible from a limited sample size, it was determined to be appropriate for this study (Bai et al., 2020).”
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“Conversely, simply applying games without cognitive design may have negative consequences like high learning anxiety [9].”
Shadan, M., Ismail, H., & Naushad, F. H. M. (2025) · BMC Medical Education · doi:10.1186/s12909-024-06602-9 · Cited by 5
Using Flipped Classroom to Improve the Learning Effectiveness of Digital Logic Courses
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Improving learning by playing with an app: The FantaTraining® experience with anesthesia trainees.
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Uncovering associations between users' behaviour and their flow experience
Oliveira, W., Hamari, J., Ferreira, W. D., Pastushenko, O., Toda, A. M., Palomino, P. T., & Isotani, S. (2023) · Behaviour and Information Technology · doi:10.1080/0144929x.2023.2276822 · Cited by 6
“…fi ts as found in games ’ Hamari 2019; Koivisto and Hamari 2019)), which provides the most popular game design elements (i.e. points, badges, leader boards, and progress bars) de fi ned according to recent secondary studies (Bai, Hew, and Huang 2020; Dicheva et al. 2015; Koivisto and Hamari 2019).”
Virtual reality reduces COVID-19 vaccine hesitancy in the wildPreprint
Vandeweerdt, C., Luong, T., Atchapero, M., Mottelson, A., Holz, C., Makransky, G., & BOHM, R. M. (2021) · doi:10.31234/osf.io/sq9yc · Cited by 5
Li, H., Luo, X. R., Lowry, P. B., & Zhang, J. (2025) · Information & Management · doi:10.1016/j.im.2025.104133 · Cited by 7
Liu, X., Zhou, Z., Yuen, K. F., & Wang, X. (2025) · The International Journal of Logistics Management · doi:10.1108/ijlm-05-2024-0271 · Cited by 5
Accessible American Sign Language Learning in Virtual Reality via Inverse Kinematics
Immanuel, J., & Berrezueta-Guzmán, J. (2025) · Virtual Worlds · doi:10.3390/virtualworlds4040057 · Cited by 6
“Through game mechanics, learners receive immediate feedback and several small goals that provide a sense of accomplishment upon completion, which significantly increases engagement and enthusiasm [36,37].”
Effects of reward strategies in gamified learning on academic performance: A systematic review
Bai, S., Liu, Y., Hew, K. F., Sailer, M., & Xiao, Y. (2026) · Educational Research Review · doi:10.1016/j.edurev.2026.100766 · Cited by 4
Self-citationStraun, K., Marriott, H., Solera-Sanchez, A., Windsor, S., Neu, M. A., Dreismickenbecker, E., Faber, J., & Wright, P. R. (2024) · Health Informatics Journal · doi:10.1177/14604582241288784 · Cited by 3
Gamification on digital platform: A meta-analysis of affordance on behavior from value perspective
Jia, F., Bao, X., & Yu, J. (2024) · Electronic Commerce Research and Applications · doi:10.1016/j.elerap.2024.101465 · Cited by 4
Chaudhary, S., & Singh, A. (2025) · PLoS ONE · doi:10.1371/journal.pone.0325300 · Cited by 9
“Assuming a significance level of 0.05 and effect size of 0.5 based on meta-analysis study by Bai, S., Hew, K.F., & Huang, B. (2020) [22], which estimated a medium effect size in favor of game-based learning over learning without gamification, 64 participants per arm is required for a statistical…”
InfluentialAljamaan, A., Alsaber, A., Coffie, E., & Alkandari, A. M. (2025) · Frontiers in Education · doi:10.3389/feduc.2025.1586466 · Cited by 8
It’s a Winning Condition! Examining the Impact of Meaningful Gamification with Preservice Teachers
Kingsley, T. L., & Grabner-Hagen, M. M. (2021) · College Teaching · doi:10.1080/87567555.2021.2019665 · Cited by 8
“Our high levels of motivation in this short-term unit align with Bai, Hew, and Huang (2020) who found a greater effect size for student motivation in shorter gamified interventions.”
BackgroundA Game for Learning How to Model in Graph Theory
Cordero, A., Jordán, C., Murillo‐Arcila, M., et al. (2022) · Mathematics · doi:10.3390/math10121969 · Cited by 4
Yılmaz, Y., Monteiro, S., Chan, T. M., Chandross, D., Lal, S., & Munford, V. (2023) · Advances in higher education and professional development book series · doi:10.4018/978-1-6684-6339-0.ch009 · Cited by 4
Tan, C. T., Devilly, O. Z., Lim, S. M., Divo, B., Kok, X. K., Jasin, J., Seaw, K. B., & Htein, L. A. (2023) · Proceedings of the ACM on Human-Computer Interaction · doi:10.1145/3611062 · Cited by 6
“Another limitation was the study’s duration as highlighted by prior work as well [4, 24].”
BackgroundInfluentialTransforming teachers’ self-narratives about game-based learning
Kim, B., Bastani, R., & Gupta, D. (2023) · Educational Technology Research and Development · doi:10.1007/s11423-023-10319-9 · Cited by 4
“It points to the activities that focus on motivating learner activity, social interaction, and the quality and productivity of actions (Bai et al., 2020).”
Science Chaser app: A gamified learning journey into STEM activities
Chatzidaki, E., Papavlasopoulou, S., Gijlers, H., Eysink, T. H. S., & Giannakos, M. N. (2024) · ACM International Conference on Interaction Design and Children (IDC) · doi:10.1145/3628516.3661159 · Cited by 4
“The concept of gamification involves integrating digital game elements into non-gaming contexts to motivate user behaviour [13, 15].”
BackgroundSensation in Gamification: A Qualitative Investigation of Background Music in Gamified Learning
de Freitas, J. A., Oliveira, M. K., Martinelli, C., Amorim, F., Toda, A. M., Palomino, P. T., Klock, A. C. T., Guerino, G. C., Avila-Santos, A. P., & Rodrigues, L. (2024) · Journal on Interactive Systems · doi:10.5753/jis.2024.4501 · Cited by 5
“These negative results often happen due to the excessive or inappropriate use/selection of game elements, which can lead to unwanted outcomes, such as loss of attention from learning, and leading to a decrease in the interest of some students over time [Bai et al ., 2020].”
BackgroundLee, J., & Kim, D. (2025) · British Journal of Educational Technology · doi:10.1111/bjet.13564 · Cited by 8
Elzeky, M. E. H., Abdelgawad, M. E., Shaban, M., et al. (2025) · Nurse Education in Practice · doi:10.1016/j.nepr.2025.104492 · Cited by 4
Extrinsically Integrated Instructional Quizzes in Learning Games: An Educational Disaster or Not?
Jičínská, L., Sedláčková, P., Kolek, L., Tetourová, T., Volná, K., Lukavský, J., & Brom, C. (2021) · Frontiers in Psychology · doi:10.3389/fpsyg.2021.678380 · Cited by 7
Kim, M., Knotts, T. L., & Albers‐Miller, N. D. (2022) · Education and Information Technologies · doi:10.1007/s10639-022-11124-2 · Cited by 3
“For example, in the context of class, instructors not only set particular “missions” for students; they also encourage students to get rewards and win learning-focused competitions, making them feel like they are playing games with other classmates during class (Bai et al., 2020).”
BackgroundInfluentialComparison of the Level of Collaborative Learning in a Distance Course
Reyes, W. (2022) · Education in the Knowledge Society (EKS) · doi:10.14201/eks.23677 · Cited by 4
Tamayo, M. R., Cajas, D., & Sotomayor, D. D. (2023) · Communications in computer and information science · doi:10.1007/978-3-031-24978-5_16 · Cited by 6
Gamification Supporting Small Business Owners’ Work-Based Learning
Zhao, F., & Fang, X. (2023) · Journal of Information Technology Education Research · doi:10.28945/5095 · Cited by 4
“Thus, with the integration of game - like components into the classroom, students will engage by unlocking the next level of their assignment or challenging other students (Bai et al., 2020).”
Background
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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