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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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Annamalai, S., & Chei, S. L. (2025) · International Journal of Education Psychology and Counseling · doi:10.35631/ijepc.1061084 · Cited by 1
Vázquez, S. Y. S., Tovar, Y. S., Jurado, J. S., & Robles, J. L. L. (2026) · AvaCient. · doi:10.69823/avacient.v6n1a3
Palapa, A., Handoko, W., & Wanto, K. (2026) · Multidisciplinary Science Journal · doi:10.31893/multiscience.2026533 · Cited by 2
Ogundare, S. A., Abidoye, J. A., O., A. V., & I., A. M. (2026) · International Journal of Social Sciences & Humanities · doi:10.58885/ijssh.v11i1.76.osa20
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EasyGuard: A Gamified App for Generating Strong and Memorable Passwords
Romão, H. L., Henklain, M. H. O., Lobo, F., & Feitosa, E. L. (2026) · Journal of the Brazilian Computer Society · doi:10.5753/jbcs.2026.5545
“Clearly defined objectives, immediate feedback, progressively increasing difficulty, and challenging activities are gamification techniques that proved useful for teaching [Bai et al ., 2020].”
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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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