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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“Research has suggested that gamification can lead to increased levels of participation (Kim & Castelli, 2021) and improved learning outcomes (Bai et al., 2020).”
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“Although most meta-analyses regarding the motivational impact of gamification in learning environments present positive effects (Bai et al., 2020 ; Huang et al., 2020 ; Nadi-Ravandi & Batooli, 2022 ; Zainuddin et al., 2020 ), one crucial aspect of gamification in education is often overlooked:…”
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“The testing instrument is adapted from question sets by [11] and [13] and uses a 5-point Likert Scale.”
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Securely Autograding Cybersecurity Exercises Using Web Accessible Jupyter Notebooks
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BackgroundGamificação no ensino superior: uma análise de estudos acadêmicos realizados em Portugal e no Brasil
Marques, G. D., & Costa, F. A. (2021) · #Tear Revista de Educação Ciência e Tecnologia · doi:10.35819/tear.v10.n1.a5035
Análise da Aeração de um Sistema Real de Armazenagem de Grãos através da Modelagem Matemática
da Silva, E. H., Batista, E. B., Pereira, G. M. S., et al. (2021) · Proceeding Series of the Brazilian Society of Computational and Applied Mathematics · doi:10.5540/03.2021.008.01.0358
Uma intervenção pedagógica utilizando gamificação nas aulas de matemática do Ensino Médio
da Silva, E. H., Batista, E. B., Pereira, G. M. S., et al. (2021) · Proceeding Series of the Brazilian Society of Computational and Applied Mathematics · doi:10.5540/03.2021.008.01.0500
“(2013) [5] relata haver notado uma melhora no desempenho dos alunos, porém esse resultado foi verificado em aspectos práticos do conteúdo, sendo que os mesmos resultados não foram obtidos em avaliações do aspecto teórico, e Bai, Hew e Huang (2020) [2] afirmam que, em geral, as intervenções gamificadas de menor duração…”
BackgroundAlharthi, M. (2021) · Journal of Arts, Literature, Humanities and Social Sciences · doi:10.33193/jalhss.73.2021.591
Potenziale von Videospielen (Serious Games) für gesundheitliche und psychotherapeutische Maßnahmen
Ninaus, M., Greitemeyer, T., & Weiss, E. M. (2022) · Springer eBooks · doi:10.1007/978-3-658-35059-8_15
Influence and Perception of Innovation and Creativity in Higher Education
Bernardes, O. T. F., Amorim, V., & Santos, B. (2022) · Advances in educational technologies and instructional design book series · doi:10.4018/978-1-7998-8904-5.ch003
Lampert, C., & Tolks, D. (2022) · Springer Reference Pflege, Therapie, Gesundheit · doi:10.1007/978-3-662-62800-3_48-1 · Cited by 1
Martínez-Hita, M., Carrasco, C. J. G., & Martínez, P. M. (2022) · Advances in game-based learning book series · doi:10.4018/978-1-6684-5240-0.ch004
Monteiro, R. H. B., Oliveira, S. R. B., de Almeida, M. R., et al. (2022) · 2022 IEEE Frontiers in Education Conference (FIE) · doi:10.1109/fie56618.2022.9962381
“However, as evaluation data are strongly associated with the context and individual characteristics of each study [2], there is insufficient detail on the design of evaluation procedures, making replication difficult [3], and there is a lack of data significant statistics and imprecision of qualitative data [4], it is…”
BackgroundImplementation of Language Attitude and Turn-Taking of the Guest Star at Talk Show
Munthe, M. V. R., Sinaga, A. R., & Siahaan, M. M. (2022) · Jurnal Pendidikan Sains Sosial dan Agama · doi:10.53565/pssa.v8i1.498
“Qualitative research has 3 characteristics Bai et al., (2020);Hennink et al.”
MethodInfluentialJansen, L. J., Diercks, J., & Kupka, K. (2023) · Springer eBooks · doi:10.1007/978-3-658-38749-5_8
Propuesta educativa para el trabajo conjunto del pensamiento histórico y la gamificación
Martínez-Hita, M. (2022) · Clío: History and History Teaching. · doi:10.26754/ojs_clio/clio.2022487294
المطلق, ع. ب. س. (2022) · مجلة الآداب للدراسات النفسية والتربوية · doi:10.53285/artsep.v1i14.862
The Use of Mobile Phone to Improve Learning Performance
Lloréns, M. B., & Sánchez‐Ballesta, J. P. (2023) · International Journal of Higher Education · doi:10.5430/ijhe.v12n2p27
Monteiro, R. H. B., Oliveira, S. R. B., Souza, M. R. D. A., et al. (2022) · doi:10.5753/sbgames_estendido.2022.225352
Tsurkan, L., Dubìnka, M., Сергіївна, С. Н., Slipchyshyn, L., & Kalenyk, M. (2023) · Journal for Educators Teachers and Trainers · doi:10.47750/jett.2023.14.01.024
Machine Learning in Detection of Disease: Solutions and Open Challenges
Rehman, T., Tariq, N., Sajid, A., & Akhlaq, M. H. (2023) · BENTHAM SCIENCE PUBLISHERS eBooks · doi:10.2174/9789815080445123020013
زكي, أ. د. م. ز. ت., & الحلفاوي, أ. د. و. س. م. (2023) · Journal of Arts, Literature, Humanities and Social Sciences · doi:10.33193/jalhss.91.2023.827
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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