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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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Self-citationPENGARUH FLIPPED CLASSROOM BERBASIS GAMIFIKASI DAN MOTIVASI BELAJAR TERHADAP HASIL BELAJAR IPA
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“Teachers and educational leaders have used gamification increasingly often in recent years, to engage students and optimize teaching (Bai et al., 2020).”
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BackgroundGamification to Engage Students
Brown-McBride, S., & Leong, P. (2022) · Advances in game-based learning book series · doi:10.4018/978-1-6684-4287-6.ch024 · Cited by 2
Humeniuk, T., Prosandieieva, L., Воронова, В., Nedzvetska, O., Chernihovets, T., & Solomatova, V. (2022) · Journal of Curriculum and Teaching · doi:10.5430/jct.v11n6p113 · Cited by 2
Technology of blended learning in institutions of higher education in war conditions
Levchuk, E., Levchuk, K., HUSAK, L., & Havryliuk, N. (1970) · EUROPEAN HUMANITIES STUDIES State and Society · doi:10.38014/ehs-ss.2022.2.03 · Cited by 2
Tsurkan, L., Dubìnka, M., Сергіївна, С. Н., Slipchyshyn, L., & Kalenyk, M. (2023) · Apuntes Universitarios · doi:10.17162/au.v13i3.1525 · Cited by 2
Metaverse: Innovation in Teaching Methods and Game Design for Teenagers' Second Language
Huang, Q. (2023) · Lecture Notes in Education Psychology and Public Media · doi:10.54254/2753-7048/12/20230775 · Cited by 2
Semeniuk, R., Holovnia, Y., Huda, O., & Савастру, Н. (2024) · Futurity Education · doi:10.57125/fed.2024.03.25.02 · Cited by 12
“…we analyzed a number of pedagogical works and came to the conclusion that their choice depends on the interior and exterior conditions of educational process (Grassini, 2023), learning objectives (Bai et al., 2020), and students’ individual needs and characteristics (Patkar & Kumbhar, 2021).”
Enhancing Artistic Learning Through Gamification
Durán, A. G., & Fuentes, R. S. (2024) · Advances in educational technologies and instructional design book series · doi:10.4018/979-8-3693-0716-8.ch006 · Cited by 2
Londoño, N. M., Fernández, J. T., & Ospina-Mateus, H. (2024) · UTE Teaching & techonology Universitas Tarraconsensis · doi:10.17345/ute.2024.3660 · Cited by 2
Andronicos, N. M., Barnett, T. J., Roberts, R., Chong, S., Labeur, L., Henderson, S., & Burns, A. (2021) · Annual Conference of the Australasian Society for Computers in Learning in Tertiary Education (ASCILITE) · doi:10.14742/ascilite2021.0137 · Cited by 1
How to Welcome First-year Students: Best Practice of a Gamified Orientation Day
Vanderstraeten, L., Buysschaert, F., Mulder, V. D., François, D., Janssens, L., Maes, A., Maes, G., Minnaert, E., & Opdecam, E. (2022) · European Conference on Games Based Learning · doi:10.34190/ecgbl.16.1.672 · Cited by 1
“However, research has demonstrated that gamification is even more engaging and motivating when students have actively chosen to participate in the gamified learning setting, in line with students’ need for autonomy (SDT) (e.g., Sailer et al., 2017; Bai, Hew and Huang, 2020).”
BackgroundInfluentialTackling the anxiety of learning statistics: The mystery of the red envelope
Robinson, M. A., Soublière, J., Agogué, M., Grégoire, D. A., Rua, T., & Plourde, Y. (2023) · Decision Sciences Journal of Innovative Education · doi:10.1111/dsji.12294 · Cited by 1
Data-driven goal setting: Searching optimal badges in the decision forest
Langenhagen, J. (2023) · Telematics and Informatics Reports · doi:10.1016/j.teler.2023.100072 · Cited by 2
“This result is also confirmed by recently conducted meta-studies [2, 15, 24].”
ResultThe Significance of Using Gamification Elements in the Educational Process
Baisholanova, K. S., Kubayev, K. E., Rakhysh, A., et al. (2023) · IEEE International Conference on Smart Information Systems and Technologies (SIST) · doi:10.1109/sist58284.2023.10223591 · Cited by 1
“In scientific work, game mechanics is explained as a way of implementing a part of the game process [2].”
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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