Cited by 1,451Educational Games and GamificationDigital Games and MediaOnline Learning and Analytics

Gamifying education: what is known, what is believed and what remains uncertain: a critical review

Open access
Dichev, Christo, Dicheva, Darina·2017·International Journal of Educational Technology in Higher Education

Abstract

Gamification of education is a developing approach for increasing learners’ motivation and engagement by incorporating game design elements in educational environments. With the growing popularity of gamification and yet mixed success of its application in educational contexts, the current review is aiming to shed a more realistic light on the research in this field by focusing on empirical evidence rather than on potentialities, beliefs or preferences. Accordingly, it critically examines the advancement in gamifying education. The discussion is structured around the used gamification mechanisms, the gamified subjects, the type of gamified learning activities, and the study goals, with an emphasis on the reliability and validity of the reported outcomes. To improve our understanding and offer a more realistic picture of the progress of gamification in education, consistent with the presented evidence, we examine both the outcomes reported in the papers and how they have been obtained. While the gamification in education is still a growing phenomenon, the review reveals that (i) insufficient evidence exists to support the long-term benefits of gamification in educational contexts; (ii) the practice of gamifying learning has outpaced researchers’ understanding of its mechanisms and methods; (iii) the knowledge of how to gamify an activity in accordance with the specifics of the educational context is still limited. The review highlights the need for systematically designed studies and rigorously tested approaches confirming the educational benefits of gamification, if gamified learning is to become a recognized instructional approach.

AI snapshot

Written from the paper’s full text.

TL;DR

This critical review of educational gamification (June 2014–December 2015) finds that empirical evidence is fragmented and mostly inconclusive, with insufficient high-quality evidence for long-term benefits. It concludes that the practice of gamifying learning has outpaced researchers’ understanding of its mechanisms and context-specific design.

Key findings

  • From 41 ABC empirical studies, only 15 had conclusive evidence: 12 positive and 3 negative; the text reports 25 inconclusive outcomes, while Table 9 lists 26 (50%).
  • Most gamification studies targeted university level (44 papers) versus K-12 (7 papers); CS/IT was the most gamified subject (20 papers, 39%), followed by Others (11, 21%), Multimedia/Communication (6, 12%), Math (5, 10%), Medicine/Biology/Psychology (5, 10%), and Languages (4, 8%).
  • The most common game-element combination was points, badges, and leaderboards (PBL) in 14 papers (27%); badges only in 9 (18%), leaderboards only in 3 (6%), points only in 1 (2%), and other combinations in 24 (47%).
  • The review concludes: (i) insufficient evidence exists to support the long-term benefits of gamification in educational contexts; (ii) the practice of gamifying learning has outpaced researchers’ understanding of its mechanisms and methods; (iii) knowledge of how to gamify an activity according to the specifics of the educational context is still limited.

Methods

  • Critical literature review; searched Google Scholar, ACM Digital Library, IEEE Explore, and ScienceDirect using (gamification OR gamify OR gameful) AND (education OR learning OR training) AND (since 2014), yielding 4,998 results.
  • Included peer-reviewed empirical papers reporting findings and theoretical papers; excluded full-fledged games and purely descriptive papers; restricted to June 30, 2014–December 31, 2015; final set was 63 papers (51 empirical, 11 theoretical).
  • Extracted data on game elements, educational level, academic subject, learning activity, study sample, study duration, data collection, and outcome; assessed validity via sample size, number of groups, study length, data collection, variable control, statistical procedures, and support for conclusions, classifying ABC studies as positive, negative, or inconclusive.

Limitations

  • The paper states that its judgment of inconclusiveness can be viewed as rather subjective, and Table 12 lists reasons for each inconclusive classification.
  • The review is restricted to papers appearing in the searched databases between June 30, 2014 and December 31, 2015; only 51 empirical studies met the criteria.
  • The paper notes that representing high-dimensional data in table format is challenging, implying a tradeoff between completeness and clarity (stated); many reviewed studies had small samples, short durations, no comparison groups, descriptive statistics, or confounding variables (stated as reasons for inconclusiveness).

Model-written summary. Check it against the paper before relying on it.

Integrity signals

Registry

Crossref · 10.1186/s41239-017-0042-5

Cites

84 of 84 references verified0 citation errors · 0 not checkable

Statistics

Nothing to recompute.

Claims the paper makes

2 of 29 cited sources checked · 1 supported · 0 flagged · accuracy not yet measured

  • Findingnone given
    § What subjects are gamified? · p. 7

    There is a lack of studies evaluating the effects of gamified simulation-based learning.

    “Although gamifying the use of such simulations can help overcome the problems with insufficient motivation and engagement, there is a lack of studies evaluating the effects of gamified simulation-based learning.”
    Quote in the paperNot a substantial claim
    • Rests on an assumption: The selected databases and search terms capture the relevant empirical literature on educational gamification.
    • Rests on an assumption: The 51 empirical papers reviewed are representative of the empirical research on educational gamification in the survey period.
  • Findingown data
    § What combinations of game elements are studied? · p. 9

    The empirical studies on understanding what kind of game elements under what circumstances can drive desired behavior are not quite systematic.

    “our review shows that the empirical studies on understanding what kind of game elements under what circumstances can drive desired behavior are not quite systematic.”
    Quote in the paperSubstantial claim
  • Findingown data
    § What kind of learning activities is targeted? · p. 8

    A sizable part of the papers (16) studied gamification of courses as a whole.

    “A sizable part of the papers (16) studied gamification of courses as a whole, which implies gamifying a range of learning activities.”
    Quote in the paperNot a substantial claim
    • Rests on an assumption: The selected databases and search terms capture the relevant empirical literature on educational gamification.
    • Rests on an assumption: The 51 empirical papers reviewed are representative of the empirical research on educational gamification in the survey period.
  • Findingreasoning
    § Abstract · p. 1

    The level of understanding of how to gamify an activity in accordance with the specifics of the educational context is still limited.

    “the knowledge of how to gamify an activity in accordance with the specifics of the educational context is still limited.”
    • Also stated in: § Abstract · p. 3 · hedged
      “we found the level of understanding of how to promote engagement and learning by incorporating game design elements to be questionable.”
    Quote in the paperSubstantial claim
    • Rests on an assumption: The selected databases and search terms capture the relevant empirical literature on educational gamification.
    • Rests on an assumption: The 51 empirical papers reviewed are representative of the empirical research on educational gamification in the survey period.
  • Findingnone given
    § What types of studies? · p. 12

    The reviewed collection of empirical studies on gamifying education is very diverse with respect to the focus of the studies and the reported outcomes.

    “The reviewed collection of empirical studies on gamifying education is very diverse with respect to the focus of the studies and the reported outcomes.”
    Quote in the paperSubstantial claim
  • Classified as probably not a substantial claim. 73
  • May combine two claims. 46
  • The quote only partly states this claim. 10
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § How conclusive are the reported results? · p. 18

    Hakulinen et al. (2015) present convincing evidence that points, badges and leaderboard incorporated in online Java exercises increase the use of an open learning environment.

    “For example, (Hakulinen et al., 2015) present convincing evidence that points, badges and leaderboard incorporated in online Java exercises increases the use of an open learning environment.”
    Quote in the paperNot a substantial claim1 of 1 sources checked
    • cites Hakulinen et al., 2015 source

      The Results report that students offered badges spent significantly more time in TRAKLA2 and had more exercise sessions than controls, supporting increased use of the online learning environment. But the study tested badges, not a combined points–badges–leaderboard intervention: exercise points applied to both groups, and Future Work says the social aspect was missing. Materials and Procedure describes algorithm-simulation exercises, not specifically online Java exercises. (LLM, conf=0.90)

      Experimental — accuracy not yet measured
  • May combine two claims.

    Findingcitation
    § How conclusive are the reported results? · p. 20

    Two reviewed papers report positive outcomes for using single game elements, but one is for badges and the other one for leaderboards.

    “For example, two papers (Hakulinen et al., 2015) and (Landers & Landers, 2015) report positive outcomes for using single game elements, but one is for badges and the other one for leaderboards.”
    Quote in the paperNot a substantial claim1 of 2 sources checked
    • cites Hakulinen et al., 2015 source
    • cites Landers & Landers, 2015

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Findingown data
    § What subjects are gamified? · p. 6

    The collection of reviewed papers covers a wide range of academic subjects (32) organized in six categories.

    “The collection of papers covers a wide range of academic subjects (32) organized in six categories (see Table 2).”
    Quote in the paperNot a substantial claim
    • Rests on an assumption: The selected databases and search terms capture the relevant empirical literature on educational gamification.
    • Rests on an assumption: The 51 empirical papers reviewed are representative of the empirical research on educational gamification in the survey period.
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Findingnone given
    § Search strategy and sources · p. 5

    The total number of papers included in the previous review covering January 2010-June 2014 was 34.

    “For comparison, the total number of papers included in the previous review covering the period January 2010 -June 2014 was 34.”
    Quote in the paperNot a substantial claim
    • Rests on an assumption: The selected databases and search terms capture the relevant empirical literature on educational gamification.
    • Rests on an assumption: The 51 empirical papers reviewed are representative of the empirical research on educational gamification in the survey period.
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Findingown data
    § Search strategy and sources · p. 5

    The end result was a list of 11 theoretical papers appearing in the searched databases between June 30, 2014 and December 31, 2015.

    “The end result was a list of 11 theoretical papers appearing in the searched databases between June 30, 2014 and December 31, 2015.”
    Quote in the paperNot a substantial claim
    • Rests on an assumption: The selected databases and search terms capture the relevant empirical literature on educational gamification.
    • Rests on an assumption: The 51 empirical papers reviewed are representative of the empirical research on educational gamification in the survey period.
  • May combine two claims.

    Findingown data
    § How conclusive are the reported results? · p. 18

    The vast majority of the empirical works (25 studies) report inconclusive outcomes, meaning there is no basis for confidence in the reported results.

    “A surprising fact is that the vast majority of the empirical works (25 studies) report inconclusive outcomes, which means that there is no basis for confidence in the reported results.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Findingown data
    § What combinations of game elements are studied? · p. 9

    In the reviewed collection, 11 papers report studies of the effect of a single game element, 8 papers study gamified systems using 2 game elements, 16 papers study gamified systems with 3 game elements, and the remaining 16 papers report results of gamifying systems by incorporating more than three elements.

    “In the reviewed collection, 11 papers report studies of the effect of a single game element, 8 papers study gamified systems using 2 game elements, 16 papers study gamified systems with 3 game elements, while the remaining 16 papers report results of gamifying systems by incorporating more than three elements (see Table 4).”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Findingown data
    § What educational level is targeted? · p. 6

    The bulk of gamification studies in the survey period were conducted at university level (44 papers), with less attention to K-12 education (7 papers).

    “Considering the educational level, the bulk of gamification studies in the survey period were conducted at university level (44 papers), with less attention to K-12 education (7 papers).”
    Quote in the paperNot a substantial claim
    • Rests on an assumption: The selected databases and search terms capture the relevant empirical literature on educational gamification.
    • Rests on an assumption: The 51 empirical papers reviewed are representative of the empirical research on educational gamification in the survey period.
  • May combine two claims.

    Findingown data
    § How conclusive are the reported results? · p. 18

    Among the 15 conclusive ABC studies, the findings on the benefits of gamification are mixed: 12 present evidence for positive effects of gamification in educational settings and 3 present evidence for negative effects.

    “In those 15 papers, the findings related to the benefits of gamification are mixed: 12 studies present evidence for positive effects of gamification in educational settings, while 3 present evidence for negative effects.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Findingreasoning
    § What types of studies? · p. 11

    Although the majority of empirical works still examine the impact of gamification on students' engagement, performance, participation or retention, they are widening and deepening the focus of their studies.

    “Although the majority of empirical works still examine the impact of the gamification on students ' engagement, performance, participation or retention, they are widening and deepening the focus of their studies.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Findingreasoning
    § What types of studies? · p. 12

    Although the connection between motivation and gamification design is demonstrated by a number of the reviewed studies, they do not add persuasive evidence confirming the effect of gamification as a motivational tool.

    “Although the connection between motivation and gamification design is demonstrated by a number of the reviewed studies, they do not add persuasive evidence confirming the effect of gamification as a motivational tool.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Findingown data
    § Search strategy and sources · p. 5

    Only 51 studies met the criteria and are reviewed in this article.

    “The result was a list of 51 empirical research papers.”
    Quote in the paperNot a substantial claim
    • Rests on an assumption: The selected databases and search terms capture the relevant empirical literature on educational gamification.
    • Rests on an assumption: The 51 empirical papers reviewed are representative of the empirical research on educational gamification in the survey period.
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Findingreasoning
    § Search strategy and sources · p. 5

    The final number of selected papers (empirical and theoretical) amounted to 63 in total.

    “Thus the final number of selected papers (empirical and theoretical) amounted to 63 in total.”
    Quote in the paperNot a substantial claim
    • Rests on an assumption: The selected databases and search terms capture the relevant empirical literature on educational gamification.
    • Rests on an assumption: The 51 empirical papers reviewed are representative of the empirical research on educational gamification in the survey period.
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Findingown data
    § What kind of learning activities is targeted? · p. 8

    Another part of the papers addresses activities with indirect effect on learning, such as engaging students in more regular interactions with the learning environment (11).

    “Another part of the papers addresses activities with indirect effect on learning, such as engaging students in more regular interactions with the learning environment (11).”
    Quote in the paperNot a substantial claim
    • Rests on an assumption: The selected databases and search terms capture the relevant empirical literature on educational gamification.
    • Rests on an assumption: The 51 empirical papers reviewed are representative of the empirical research on educational gamification in the survey period.
  • May combine two claims.

    Findingown data
    § What kind of learning activities is targeted? · p. 8

    Although online learning presumes a higher concentration of studies on gamified online learning, the findings indicate the opposite.

    “Although this presumes a higher concentration of studies on gamified online learning our findings indicate the opposite.”
    Quote in the paperNot a substantial claim
    • Rests on an assumption: The selected databases and search terms capture the relevant empirical literature on educational gamification.
    • Rests on an assumption: The 51 empirical papers reviewed are representative of the empirical research on educational gamification in the survey period.
  • May combine two claims.

    Findingown data
    § What types of studies? · p. 12

    The empirical research covers studies on different configurations of game elements, used to gamify different activities and resulting in different outcomes, without any identifiable pattern of distribution.

    “It covers studies on different configurations of game elements, used to gamify different activities and resulting in different outcomes, without any identifiable pattern of distribution.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based). May combine two claims.

    Findingnone given
    § What combinations of game elements are studied? · p. 8

    The gamification terminology is still unsettled and various variations of the introduced terms exist.

    “However, we note that the gamification terminology is still unsettled and various variations of the introduced above terms exist.”
    Quote in the paperNot a substantial claim
    • Rests on an assumption: The selected databases and search terms capture the relevant empirical literature on educational gamification.
    • Rests on an assumption: The 51 empirical papers reviewed are representative of the empirical research on educational gamification in the survey period.
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Findingown data
    § Search strategy and sources · p. 4

    The search yielded a total of 4998 results.

    “This search yielded a total of 4998 results depicted in Table 1.”
    Quote in the paperNot a substantial claim
    • Rests on an assumption: The selected databases and search terms capture the relevant empirical literature on educational gamification.
    • Rests on an assumption: The 51 empirical papers reviewed are representative of the empirical research on educational gamification in the survey period.
  • May combine two claims.

    Findingnone given
    § Abstract · p. 3

    A significant part of the empirical research was reporting success stories and possibly contributing to inflated expectations.

    “In parallel, a significant part of the empirical research was nonetheless reporting success stories and possibly contributing to the ' inflated expectations ' .”
    Quote in the paperSubstantial claim
    • Rests on an assumption: The selected databases and search terms capture the relevant empirical literature on educational gamification.
    • Rests on an assumption: The 51 empirical papers reviewed are representative of the empirical research on educational gamification in the survey period.
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Findingnone given
    § What types of goals? · p. 17

    The papers listed in the platform-centric category do not cover all gamified platforms proposed in the reviewed papers.

    “The papers listed in the platform-centric category do not cover all gamified platforms proposed in the reviewed papers.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim. May combine two claims.

    Findingnone given
    § Conclusion · p. 25

    Studies on how distinct categories of learners are affected by gamification, what to measure as an outcome, and how to add a gamified layer to a core activity are emerging.

    “Studies on how distinct categories of learners are affected by gamification, what to measure as an outcome, and how to add a gamified layer to a core activity are also emerging.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Findingreasoning
    § What types of goals? · p. 16

    The question shared between most of the reviewed papers has shifted from 'Is gamification effective?' to a more extended version combined with the questions 'for what?' or 'to whom?'.

    “While in our first review the question shared between most of the papers was ' Is gamification effective? ' , now it appears in a more extended version, in combination with the questions ' for what? ' or ' to whom? ' .”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Findingown data
    § How conclusive are the reported results? · p. 18

    The reviewed empirical studies tended to use surveys and quasi-experimental designs, while randomized controlled trials were less common.

    “The examination of the selected papers indicated that the empirical studies tended to use surveys and quasi-experimental designs, while the randomized controlled trials were less common.”
    Quote in the paperSubstantial claim
  • The quote only partly states this claim.

    Findingown data
    § How conclusive are the reported results? · p. 22

    The review categorized a set of studies as inconclusive due to methodological limitations such as small population size, short study period, and unclear measurements.

    “Table 12 Inconclusive studies with reasons for this categorization”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Findingreasoning
    § Conclusion · p. 26

    The educational benefits of gamification in terms of increasing student motivation or linking this motivation to learning outcomes are still not well understood.

    “As a result, the educational benefits of gamification in terms of increasing student motivation or linking this motivation to learning outcomes are still not well understood.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Findingnone given
    § Conclusion · p. 26

    The majority of the reviewed studies analyze specific educational effects of gamification (on learning, attainment, participation), but their focus is often aside from motivation.

    “While the majority of the reviewed studies do analyze specific educational effects of gamification (on learning, attainment, participation), their focus is often aside from motivation.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Findingnone given
    § Conclusion · p. 26

    Research remains inconclusive on the assumptions that gamification is motivating, engaging, and can improve attendance and participation.

    “However, research remains inconclusive on these assumptions.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Findingreasoning
    § How conclusive are the reported results? · p. 17

    The reported outcome of most reviewed studies often concludes that the gamification produced the pursued learning gains and that the users appreciated the added gamification features.

    “The reported outcome often concludes that the gamification produced the pursued learning gains and that the users appreciated the added gamification features.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based).

    Findingnone given
    § Conclusion · p. 25

    The majority of the studies target college students.

    “Moreover, the majority of the studies target college students.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Findingnone given
    § Conclusion · p. 25

    A number of gamification approaches, driven by specific objectives, have been applied to support learning and related activities in a variety of educational contexts.

    “A number of gamification approaches, driven by specific objectives, have been applied to support learning and related activities in a variety of educational contexts.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S4 (based). May combine two claims.

    Findingnone given
    § Conclusion · p. 26

    Several assumptions underlie the usefulness of gamification in educational context, such as gamification is motivating, gamification is engaging, gamification can improve attendance and participation.

    “There are several assumptions underlying the usefulness of gamification in educational context, such as gamification is motivating, gamification is engaging, gamification can improve attendance and participation.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing), S4 (based). May combine two claims.

    Premisenone given
    § Abstract · p. 2

    Gamification is not just a technology but also a methodology which some organizations adopt as a way to increase motivation.

    “We maintain the view that gamification is not just a technology but also a methodology which some organizations adopt as way to increase motivation.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing). May combine two claims.

    Premisereasoning
    § What educational level is targeted? · p. 6

    Studies involving different demographic groups are beneficial, as results from one demographic group cannot necessarily be generalized to another.

    “Studies involving different demographic groups however are beneficial, as we cannot necessarily generalize the results of a study conducted with one demographic group to another demographic group.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S4 (based).

    Premisenone given
    § Data extraction · p. 5

    The used game elements, mechanics and dynamics are inherently related to the success of a gamification application.

    “We also included the used game elements, mechanics and dynamics since they are inherently related to the success of a gamification application.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Study design and conductnone given
    § Search strategy and sources · p. 5

    The review was restricted to papers appearing in the searched databases between June 30, 2014 and December 31, 2015.

    “The review was restricted to papers appearing in the searched databases between June 30, 2014 and December 31, 2015.”
    Quote in the paperSubstantial claim
    • Rests on an assumption: The selected databases and search terms capture the relevant empirical literature on educational gamification.
    • Rests on an assumption: The 51 empirical papers reviewed are representative of the empirical research on educational gamification in the survey period.
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § What types of studies? · p. 11

    Pedro et al. (2015b) reported that the game mechanics implemented in a virtual learning environment did not have any effect on motivation and performance of the female students.

    “For example, (Pedro et al., 2015b) reported that the game mechanics implemented in a virtual learning environment did not have any effect on motivation and performance of the female students.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Pedro et al., 2015b

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based). May combine two claims.

    Premisenone given
    § What kind of learning activities is targeted? · p. 8

    Online learning normally requires stronger motivation, which makes it a somewhat more promising field for applying gamification.

    “Online learning normally requires stronger motivation, which makes it a somewhat more promising field for applying gamification.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S4 (based).

    Premisenone given
    § Data extraction · p. 5

    Motivation as a psychological process that gives behavior purpose and direction is contextual.

    “Motivation as a psychological process that gives behavior purpose and direction is contextual.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Premisecitation
    § Abstract · p. 3

    More substantial empirical research is needed to determine whether both extrinsic and intrinsic motivation of learners can be actually influenced by gamification.

    “Although most of the reviewed 34 papers have been reporting promising results, the review concluded that more substantial empirical research is needed to determine whether both extrinsic and intrinsic motivation of the learners can be actually influenced by gamification.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Dicheva et al. 2015

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § What types of studies? · p. 12

    The intrinsic appeal of games is due to their ability to satisfy the basic psychological needs for competence, autonomy, and relatedness.

    “More specifically, (Ryan et al., 2006) argue that the intrinsic appeal of games is due to their ability to satisfy the basic psychological needs for competence, autonomy, and relatedness.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Ryan et al., 2006 source
  • Probably not a substantial claim: may not pass S4 (based). May combine two claims.

    Premisenone given
    § Data extraction · p. 5

    Individuals are motivated in multiple ways, and their motivation varies according to the situation or context of the task.

    “Not only are individuals motivated in multiple ways, but also their motivation varies according to the situation or context of the task.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Premisecitation
    § What subjects are gamified? · p. 7

    A gamified laboratory simulation can increase both learning outcomes and motivation levels when compared with traditional teaching.

    “The results show that a gamified laboratory simulation can increase both learning outcomes and motivation levels when compared with traditional teaching.”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Bonde et al. (2014) source
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing), S4 (based). May combine two claims.

    Premisereasoning
    § Abstract · p. 2

    Gamification is not a purely marketing trend but a behavioral/affective design trend that can be applied to different areas, including education.

    “In this aspect, gamification is not a purely marketing trend but a behavioral/affective design trend that can be applied to different areas, including education.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Premisecitation
    § What types of studies? · p. 11

    Motivation is not a unitary phenomenon; different people may have different types and amounts of motivation, which can be shaped by the activity they are undertaking.

    “While gamification strives at its core to increase motivation, yet motivation is not a unitary phenomenon - different people may have different types and amounts of motivation, which can be shaped by the activity they are undertaking (Gooch et al., 2016).”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Gooch et al., 2016 source
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § What types of studies? · p. 11

    Women in the female-dominated leaderboard condition demonstrated stronger academic identification than those in the control and male-dominated leaderboard conditions.

    “The results of the study found that women in the female-dominated leaderboard condition demonstrated stronger academic identification than those in the control and maledominated leaderboard conditions.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Christy & Fox, 2014 source
  • May combine two claims.

    Interpretationreasoning
    § How conclusive are the reported results? · p. 18

    The 12 studies reporting encouraging outcomes cover a range of specific combinations of game elements, specific activities and outcomes, and thus do not support practical generalization.

    “Whilst 12 studies report encouraging outcomes, they cover a range of specific combinations of game elements, specific activities and outcomes and thus do not support practical generalization.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S4 (based).

    Premisenone given
    § Data extraction · p. 5

    The verification of the validity of reported results requires availability of relevant statistical information about the studies.

    “In addition to appropriate measures, the verification of the validity of reported results requires availability of relevant statistical information about the studies.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisecitation
    § Abstract · p. 2

    The Gartner Hype Cycle points out that an emerging technology first climbs the 'peak of inflated expectations', followed by a strong fall into the 'trough of disillusionment', before reaching the 'slop of enlightenment', which marks the stage where its benefits and limitations are understood and demonstrated.

    “which points out that an emerging technology first climbs the ' peak of inflated expectations ' followed by a subsequent strong fall down into the ' trough of disillusionment ' , before reaching the ' slop of enlightenment ' , which marks the stage where its benefits and limitations are understood and demonstrated.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Gartner, 2013

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing), S4 (based).

    Interpretationnone given
    § How conclusive are the reported results? · p. 21

    Improving our understanding of motivational aspects of gamification will enable us to predict its effect on the related concepts.

    “Improving our understanding of motivational aspects of gamification will enable us to predict its effect on the related concepts.”
    Quote in the paperNot a substantial claim
    • Rests on an assumption: Motivation is associated with a number of learning related concepts such as engagement, effort, goals, focus of attention, self-efficacy, confidence, achievement, interest, etc.
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing).

    Interpretationreasoning
    § Theoretical perspective · p. 22

    This suggests a user-centered approach in the design of gamified systems, characterized by a focus on the needs and desires of learners.

    “This suggests a user-centered approach in the design of gamified systems, characterized by a focus on the needs and desires of learners.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based). May combine two claims.

    Premisenone given
    § Endnotes · p. 29

    Gamification increased communication, participation and punctuality.

    “Increased communication, participation, punctuality”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S4 (based).

    Interpretationreasoning
    § Theoretical perspective · p. 25

    Without a theoretical framework backing the design of the studies and the interpretation of their results, it is problematic to select an appropriate gamification structure or to differentiate which of the employed game mechanisms and principles were essential for arriving at successful outcomes.

    “Without a theoretical framework backing the design of the studies and the interpretation of their results, it is problematic to select an appropriate gamification structure or to differentiate which of the employed game mechanisms and principles were essential for arriving at successful outcomes.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based). May combine two claims.

    Premisenone given
    § Endnotes · p. 31

    Gamification increased motivation and learning.

    “Increased motivation and learning”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Study design and conductreasoning
    § How conclusive are the reported results? · p. 21

    In several cases the review's judgment of inconclusiveness simply conveys the paper's conclusion where the authors themselves acknowledge that the results of the study should be interpreted with caution.

    “In several cases our judgment simply conveys the paper ' s conclusion where the authors themselves acknowledge that the results of the study should be interpreted with caution.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based). The quote only partly states this claim.

    Premisenone given
    § Endnotes · p. 30

    Gamification increased intention to use the PLE.

    “Increased intention to use the PLE”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Interpretationcitation
    § Theoretical perspective · p. 24

    Merely making an activity seem like a game impacts learners' engagement.

    “This study reveals an interesting psychological perspective of gamification in educational environments: merely making an activity seem like a game impacts learners ' engagement.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § Conclusion · p. 26

    Most emerging technologies and the accompanying research go through an initial period of hype as described by the Gartner's Hype Cycle, before evolving for a second period of measured popularity, in which it attains maturity and meets the expectations.

    “Most emerging technologies and the accompanying research go through an initial period of hype as described by the Gartner ' s Hype Cycle, before evolving for a second period of measured popularity, in which it attains maturity and meets the expectations (Naik, 2015).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Naik, 2015

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisecitation
    § Theoretical perspective · p. 24

    The theory of gamified learning proposed by Landers et al. (2015) provides two specific causal pathways by which gamification can affect learning and a framework for testing these pathways.

    “The theory of gamified learning proposed by (Landers et al., 2015) provides two specific causal pathways by which gamification can affect learning and a framework for testing these pathways.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Landers et al., 2015

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based).

    Premisenone given
    § Endnotes · p. 31

    There was mixed acceptance of game elements.

    “Mixed acceptance of game elements”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisecitation
    § Endnotes · p. 30

    Gamification increased knowledge retention and reduced attrition.

    “Increased knowledge retention, reduce attrition”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites (Nevin et al., 2014)

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based).

    Premisenone given
    § Endnotes · p. 29

    Gamification had a positive effect on student collaboration.

    “Positive effect on student collaboration”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based).

    Premisenone given
    § Endnotes · p. 30

    Gamification reduced undesirable behaviors in the VLE.

    “reduced undesirable behaviors in VLE”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based). May combine two claims.

    Premisenone given
    § Endnotes · p. 29

    Gamification improved retention period and learning performance.

    “Improved retention period, and learning performance”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims. The quote only partly states this claim.

    Premisecitation
    § Endnotes · p. 30

    Gamification increased playfulness and engagement in learning.

    “Increased playfulness and engagement in learning”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites (Perry, 2015)

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing), S4 (based). May combine two claims.

    Interpretationnone given
    § What types of goals? · p. 17

    The availability of successful gamified platforms will help widen the scope of gamified educational activities and create a ground for broadening experimental studies towards developing evidence based practices.

    “The availability of successful gamified platforms will help widen the scope of gamified educational activities and create a ground for broadening experimental studies towards developing evidence based practices.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based).

    Premisenone given
    § Endnotes · p. 28

    Gamification motivated continuous learning for the module.

    “Motivated continuous learning for module”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based).

    Premisenone given
    § Endnotes · p. 31

    There is a relation between badge interaction and engagement.

    “Relation between badge interaction and engagement”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisecitation
    § Theoretical perspective · p. 24

    In the theory of gamified learning, in the first process, learning-related behavior moderates the relationship between instructional quality and learning; in the second, this behavior mediates the relationship between game elements and learning.

    “In the first one, this behavior moderates the relationship between instructional quality and learning. In the second, this behavior mediates the relationship between game elements and learning.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Landers et al., 2015

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based). The quote only partly states this claim.

    Premisenone given
    § Endnotes · p. 29

    Gamification improved learning performance.

    “Improved learning performance”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable). May combine two claims.

    Interpretationreasoning
    § Conclusion · p. 25

    Possible reasons for the inconclusive evidence are the hype to publish on gamification and the addressing of an overly broad research question based on limited supportive evidence.

    “Possible reasons for this are from one side the hype to publish on gamification and from another, the addressing of an overly broad research question based on limited supportive evidence.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S4 (based). May combine two claims.

    Interpretationnone given
    § Conclusion · p. 25

    The process of integrating game design principles within varying educational experiences appears challenging and there are currently no practical guidelines for how to do so in a coherent and efficient manner.

    “However, the process of integrating game design principles within varying educational experiences appears challenging and there are currently no practical guidelines for how to do so in a coherent and efficient manner.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based). May combine two claims.

    Premisenone given
    § Endnotes · p. 31

    Gamification increased engagement and fostered learning.

    “Increased engagement, foster learning”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Premisecitation
    § Theoretical perspective · p. 24

    For gamification to be effective, it must successfully alter an intermediary learner behavior or learner attitude.

    “For gamification to be effective, it must successfully alter an intermediary learner behavior or learner attitude.”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Landers et al., 2015

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based). May combine two claims.

    Premisenone given
    § Endnotes · p. 31

    Gamification improved participation and quality of online discussion.

    “Improved participation and quality of online discussion”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based). The quote only partly states this claim.

    Premisenone given
    § Endnotes · p. 30

    Gamification increased usage of the open learning environment.

    “Increased usage of the open learning environment”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Interpretationreasoning
    § What types of goals? · p. 16

    An emerging shared message particularly relevant to instructional designers recognizes that what one learner values, another may not, and what one learner believes is achievable, another may not.

    “an emerging shared message particularly relevant to instructional designers recognizes that what one learner values, another may not, what one learner believes is achievable, another may not.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based). The quote only partly states this claim.

    Premisenone given
    § Endnotes · p. 31

    Gamification increased intrinsic motivation.

    “Increased intrinsic motivation”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § Endnotes · p. 28

    Leaderboards create stereotype threat.

    “Leaderboards create stereotype threat”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites (Christy & Fox, 2014)

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Classified as probably not a substantial claim.

    Interpretationreasoning
    § How conclusive are the reported results? · p. 18

    Reported positive effects of gamification based on a two-week study could be attributed to the novelty effect of the used tool or approach rather than to the added gamification features.

    “For example, reported positive effects of gamification based on a two-week study could be attributed to the ' novelty effect ' of the used tool or approach rather than to the added gamification features.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based). May combine two claims.

    Premisenone given
    § Endnotes · p. 30

    Gamification increased competence need (negative) and performance (positive).

    “Increased competence need (negative) and performance (positive)”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationreasoning
    § Conclusion · p. 26

    The observed emphasis on points, badges, and leaderboards is too narrow to address the relevant motivational factors.

    “The observed emphasis on points, badges, and leaderboards is too narrow to address the relevant motivational factors.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Interpretationown data
    § How conclusive are the reported results? · p. 21

    There is still insufficient evidence that gamification produces reliable, valid and long-lasting educational outcomes, or that it does so better than traditional educational models.

    “While it seems apparent that gamification has the potential to create enhanced learning environments, there is still insufficient evidence that it (1) produces reliable, valid and long-lasting educational outcomes, or (2) does so better than traditional educational models.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing).

    Study design and conductnone given
    § How conclusive are the reported results? · p. 21

    The review's judgment in studying inconclusiveness can be viewed as rather subjective.

    “We note that our judgment in studying inconclusiveness can be viewed as rather subjective.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim. May combine two claims.

    Study design and conductnone given
    § How conclusive are the reported results? · p. 18

    The review's decision on the validity of the gamification studies was guided by the sample size, the number of study groups, the length of the study, how the data was collected, how the variables were controlled, how and by what statistical procedures the data was analyzed, how well the conclusions are supported by the data, and whether the study gives enough information to convince the reader of

    “Our decision on the validity of the gamification studies was guided by the following factors: the sample size, the number of study groups, the length of the study, how the data was collected, how the variables were controlled, how and by what statistical procedures the data was analyzed, how well the conclusions are supported by the data, and does the study give enough information to convince the”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing).

    Interpretationcitation
    § Conclusion · p. 26

    The rise and fall of expectations for applying gamification in educational contexts is nothing out of the ordinary.

    “The rise and fall of expectations for applying gamification in educational contexts is nothing out of the ordinary.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based). The quote only partly states this claim.

    Premisenone given
    § Endnotes · p. 29

    Gamification improved time on task.

    “Improved time on task”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § Endnotes · p. 30

    There is a positive correlation between XPs, badges and learning.

    “Correlation between XPs, badges and learning - positive”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites (Paiva et al., 2015)

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based). The quote only partly states this claim.

    Premisenone given
    § Endnotes · p. 31

    Gamification increased disposition to the experience flow.

    “Increased disposition to the experience flow”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). The quote only partly states this claim.

    Premisecitation
    § Endnotes · p. 30

    Gamification does not improve learning.

    “Does not improve learning”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Long & Aleven, 2014 source
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based).

    Premisenone given
    § Endnotes · p. 28

    There is a relation between learner gamification typology and learner interactive behavior.

    “Relation between learner gamification typology and learner interactive”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Premisecitation
    § Theoretical perspective · p. 24

    Lieberoth (2015) found that engagement and enjoyment increased significantly due to the psychological effects of framing the task as a game, and no actual increased interest or enjoyment was measured by adding actual game mechanics to the task when it was already framed as a game.

    “The outcomes indicate that engagement and enjoyment increased significantly due to the psychological effects of framing the task as a game. Furthermore, no actual increased interest or enjoyment was measured by adding actual game mechanics to the task, when it was already framed as a game.”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Lieberoth (2015) source
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based). The quote only partly states this claim.

    Premisenone given
    § Endnotes · p. 28

    Gamification improved motivation.

    “Improved motivation”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisecitation
    § Theoretical perspective · p. 23

    Tomaselli et al. (2015) found that although there is support for the importance of competition against peers, the challenge of overcoming the game's obstacles and mastering them is what matters the most to players, regardless of the type of the game.

    “The results show that although there is support for the importance of competition against peers (contrary to the current prevailing understanding), the challenge of overcoming the game ' s obstacles and mastering them is what matters the most to players, regardless of the type of the game.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Tomaselli et al., 2015
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based).

    Premisenone given
    § Endnotes · p. 31

    Gamification fostered learning activities.

    “Fostered learning activities”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based).

    Premisenone given
    § Endnotes · p. 31

    There is a relation between gaming personality and game dynamics.

    “Relation between gaming personality and game dynamics”
    Quote in the paperNot a substantial claim
95 of 95
  • The paper relies on this without support.

    The selected databases and search terms capture the relevant empirical literature on educational gamification.

    “we searched the following databases: Google Scholar, ACM Digital Library, IEEE Explore and ScienceDirect using the following search terms: (gamification OR gamify OR gameful) AND (education OR learning OR training) AND (since 2014).”
  • The paper relies on this without support.

    The 51 empirical papers reviewed are representative of the empirical research on educational gamification in the survey period.

    “The result was a list of 51 empirical research papers.”
  • The paper relies on this without support.

    The reviewed studies' reported outcomes are sufficiently comparable to draw conclusions about the field.

    “A literature survey typically employs a framework for structuring the evaluation of the works in the targeted area.”
  • The paper relies on this without support.

    Video games are explicitly designed for entertainment and can produce states of desirable experience and motivate users to remain engaged in an activity with unparalleled intensity and duration.

    “Since video games are explicitly designed for entertainment, they can produce states of desirable experience and motivate users to remain engaged in an activity with unparalleled intensity and duration.”
  • The paper relies on this without support.

    Success in one educational context does not guarantee that the same mechanism will be motivationally successful in another educational context.

    “Additionally, success in one educational context does not guarantee that the same mechanism will be motivationally successful in another educational context.”
  • The paper relies on this without support.

    Performance is an indirect measure of motivation that is influenced by many non-motivational factors such as ability, prior knowledge, and quality of instruction.

    “Performance is an indirect measure of motivation that is influenced by many non-motivational factors such as ability, prior knowledge, and quality of instruction, while motivation is the actual driving force which makes individuals want to do something and help them continue doing it.”
  • The paper relies on this without support.

    Motivation is the actual driving force which makes individuals want to do something and helps them continue doing it.

    “Performance is an indirect measure of motivation that is influenced by many non-motivational factors such as ability, prior knowledge, and quality of instruction, while motivation is the actual driving force which makes individuals want to do something and help them continue doing it.”
  • The paper relies on this without support.

    Motivation is associated with a number of learning related concepts such as engagement, effort, goals, focus of attention, self-efficacy, confidence, achievement, interest, etc.

    “Motivation is associated with a number of learning related concepts such as engagement, effort, goals, focus of attention, self-efficacy, confidence, achievement, interest, etc.”
8 of 8

Claims other papers make about this one

Each is checked against this paper’s own text: does it say what the citing paper says it does?

  • Game-based learning can foster collaboration among students, essential communication and teamwork skills, which are critical in developing computational thinking and preparing students for STEM fields.

    “Game-based learning can be an effective approach to foster collaboration among students, essential communication and teamwork skills, which are critical in developing computational thinking (CT) and preparing students for STEM fields [38].”

    From Fostering computational thinking in young students through student generated challenges in tangible mobile augmented reality games (2025) · cites this paper as [38]

    The review reports positive effects on student collaboration and increased communication in its study summary (Endnotes, p. 29). But it reviews gamification rather than game-based learning, and it does not establish that these effects develop computational thinking or prepare students for STEM fields; its discussion of STEM studies notes how few were available (What subjects are gamified?, p. 7). (LLM, conf=0.86)

    Experimental — accuracy not yet measured
  • Gamification research lacks methodological rigor.

    “The large numbers of inconclusive studies in these reviews point toward a general problem: Gamification research lacks methodological rigor.”

    From The gamification of learning: a meta-analysis (2020) · cites this paper as Dichev and Dicheva 2017

  • The majority of studies found in reviews focusing on education were conducted in higher education settings, while some were performed in primary and secondary school settings.

    “Whereas the majority of studies found in reviews focusing on education were conducted in higher education settings, some of them were performed in primary and secondary school settings (see Dichev and Dicheva 2017).”

    From The gamification of learning: a meta-analysis (2020) · cites this paper as Dichev and Dicheva 2017

  • Gamification has emerged as a promising pedagogical strategy with potential to capture attention, foster active learning, and enrich learning experience, particularly in subjects where disengagement and low motivation are common.

    “Gamification has emerged as a promising pedagogical strategy, with the potential to capture students' attention, foster active learning, and enrich the overall learning experience, particularly in subjects where disengagement and low motivation are common (Dichev & Dicheva, 2017).”

Self-check

Percentages, sums and reported differences re-computed from the paper’s own numbers.

Each contradiction between two passages listed here was confirmed by an independent check.

  • Narrative and table disagree on inconclusive studies

    Minor

    The narrative says 25 studies were inconclusive, while Table 9 reports 26.

  • A 2013 paper appears in the restricted review set

    Minor

    The review says it was restricted to papers appearing from June 2014 through December 2015, yet its study tables include Holman et al. (2013).

  • Poole study is both leaderboards-only and points-plus-leaderboards

    Minor

    Table 5 places Poole et al. in its "Leaderboards only" category, whereas Table 7 lists both points and leaderboards.

  • Empirical and theoretical paper counts do not add to 63

    Minor

    The stated 51 empirical and 11 theoretical papers total 62. Table 1 lists 12 theoretical selections, which would instead produce the reported total of 63.

    Reported 63 · recomputed 62

  • Online Java exercise result is attributed to the wrong study

    Minor

    The text attributes the points-badges-leaderboard result for online Java exercises to Hakulinen et al. Table 10 assigns Hakulinen et al. a badges-only homework study and assigns the stated Java-exercise result to Lehtonen et al.

  • Perry study is both badges-only and points-plus-badges

    Minor

    Table 5 places Perry (2015) in its "Badges only" category, whereas Table 7 lists both points and badges for that study.

6 of 6

Cites

Flagged first, then by citations

4 of the 88 references couldn’t be matched to a known paper.

Research works printed but not linked: 4

  1. Boskic, N., & Hu, S. (2015). Gamification in higher education: how we changed roles. European Conference on Games Based Learning, (pp. 741–748). Reading, UK: Academic Conferences and Publishing International Limited.
  2. Dicheva, D., & Dichev, C. (2015). Gamification in education: where are we in 2015? World Conference on E-Learning (ELEARN 2015), Kona, Hawaii, October 19–22 (pp. 1276–1284). Chesapeake: AACE.
  3. Leach, D., Laur, B., Code, J., Bebbington, T., & Broome, D. (2014). Gamification for online engagement in higher education: a randomized controlled trial (pp. 151–159). Madison: Games Learning + Society Conference.
  4. Tvarozek, J., & Brza, T. (2014). Engaging students in online courses through interactive badges. In 2014 International Conference on e-Learning, September 2014, Spain (pp. 89–95). Retrieved from http://elearning-conf.eu/docs/cp14/paper-12.pdf .

Cited by

Sorted by citations

Authors
Dichev, C., & Dicheva, D.
Affiliations
Winston-Salem State University (US)
Corresponding author
Dicheva, Darina
Venue
International Journal of Educational Technology in Higher Education
Published
2017-02-20
Volume
14
Issue
1
ISSN
2365-9440 (ISSN-L)
OpenAlex
W2590009086
Cited by
1,451
References
88
Citations by year
2026: 195 · 2025: 227 · 2024: 216 · 2023: 223 · 2022: 181 · 2021: 185 · 2020: 98 · 2019: 61 · 2018: 44 · 2017: 10
FWCI
115.57
Type
journal article
Language
en
Open access
Locations
  • International Journal of Educational Technology in Higher Education (publishedVersion, cc-by)
  • DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion, cc-by-sa)
  • Redalyc (Universidad Autónoma del Estado de México) (submittedVersion)
Funders
Division of Human Resource Development (1623236)
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, game elements, student motivation, student engagement, research evidence base, higher education

About these checks

Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.

Claims read by deepseek-v4.1-flash under definition version 3 (extract-v3) on 2026-10-07.

Classified by jev-1.13-20260917 (gold-guideline-v0.2) on 2026-10-07.

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