Gamifying education: what is known, what is believed and what remains uncertain: a critical review
Open accessAbstract
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.
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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).
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Cites
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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.
- Also stated in: § Abstract · p. 3 · hedged
- 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
- Findingnone given§ Abstract · p. 1
Insufficient evidence exists to support the long-term benefits of gamification in educational contexts.
“the review reveals that (i) insufficient evidence exists to support the long-term benefits of gamification in educational contexts;”
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.
- Findingcitation§ What combinations of game elements are studied? · p. 10
The majority of gamification studies feature a subset of the following game elements: points, badges, levels, leaderboards and progress bars.
“The majority of gamification studies feature a subset of the following game elements: points, badges, levels, leaderboards and progress bars.”
Quote in the paperNot a substantial claim - Findingcitation§ What subjects are gamified? · p. 7
Gamification experiments targeting activities related to disciplines from humanity and social sciences are extremely limited, with only one example.
“In sharp contrast, gamification experiments targeting activities related to disciplines from humanity and social sciences are extremely limited, with only one example (Holman et al., 2015) touching this subject.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Holman et al., 2015 source
- 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. 11
The reviewed papers expand the scope of the empirical research on educational gamification, as compared to Dicheva et al. (2015).
“The reviewed papers expand the scope of the empirical research on educational gamification, as compared to (Dicheva et al. 2015).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Dicheva et al. 2015
- Findingnone given§ What types of goals? · p. 14
The stated goals of the studies were not always in line with the reported outcomes.
“We noticed that in addition to the heterogeneous nature of the empirical research, the stated goals of the studies were not always in line with the reported outcomes.”
Quote in the paperNot a substantial claim - Findingnone given§ What types of studies? · p. 12
The papers claiming to examine the motivational effects of gamification often report effects on learning outcomes instead of motivation.
“The papers claiming to examine the motivational effects of gamification often report effects on learning outcomes instead on motivation.”
Quote in the paperNot a substantial claim - Findingown data§ What kind of learning activities is targeted? · p. 8
The majority of works (36) studied the effect of gamification on general class activities (16) or a particular learning activity, such as exercises (6), collaboration/discussion forums (4), projects/labs (6) or tests (4).
“As illustrated in Table 3, the majority of works (36) studied the effect of gamification on general class activities (16) or a particular learning activity, such as exercises (6), collaboration/discussion forums (4), projects/labs (6) or tests (4).”
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.
- Findingnone given§ What combinations of game elements are studied? · p. 9
Most educational gamification studies and applications are driven by the presumption that gamification in education consists chiefly of incorporating a suitable combination of game elements within learning activities.
“Most of the educational gamification studies and applications are driven by the presumption that gamification in education consists chiefly of incorporating a suitable combination of game elements within learning activities.”
Quote in the paperSubstantial claim - Findingown data§ What kind of learning activities is targeted? · p. 8
Limited attention is given to gamifying activities where students can learn through experimenting and retrying without fear of negative consequences.
“Although 6 studies are addressing ' Exercises ' , still limited attention is given to gamifying activities where students can learn through experimenting and retrying without fear of negative consequences.”
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.
- Findingcitation§ What types of studies? · p. 11
A growing body of papers is exploring a range of learning and behavioral outcomes including knowledge acquisition, perceptual, behavioral, engagement, motivational, and social outcomes.
“A growing body of papers is exploring a range of learning and behavioral outcomes including:”
Quote in the paperNot a substantial claim - Findingreasoning§ What types of studies? · p. 12
Although empirical work on applying gamification in educational contexts continues to grow, there is not sufficient evidence indicating noticeable progress based on collating and synthesizing previous experiences.
“Although the empirical work on applying gamification in educational contexts continues to grow, there is not sufficient evidence indicating noticeable progress based on collating and synthesizing the previous experiences.”
Quote in the paperSubstantial claim - Findingown data§ What types of goals? · p. 14
The bulk of works which expands and differentiates the earlier research on the effect of gamification on learners falls in the learner-centric category (44 papers).
“The bulk of works which expands and differentiates the earlier research on the effect of gamification on learners (e.g. (Dicheva et al., 2015)) falls in the first category (44 papers).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Dicheva et al., 2015
- Findingown data§ What types of studies? · p. 12
The points-badges-leaderboard configuration is dominating, with 6 works studying its effect.
“For example, the points-badgesleaderboard configuration is dominating, with 6 works studying its effect.”
Quote in the paperNot a substantial claim - Findingown data§ How conclusive are the reported results? · p. 18
Of the 41 ABC empirical studies reviewed, only 15 present conclusive evidence for their reported outcomes.
“The examination of the papers shows that from the 41 ABC empirical studies only 15 present conclusive evidences for the reported outcomes.”
Quote in the paperSubstantial claim - Findingown data§ What subjects are gamified? · p. 7
The vast majority of gamification studies are dealing with Computer Science (CS) and Information Technology (IT).
“As shown in Table 2, the vast majority of gamification studies are dealing with Computer Science (CS) and Information Technology (IT).”
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 types of studies? · p. 12
The empirical research on gamified learning is quite fragmented.
“As it can be seen from the tables, the empirical research on gamified learning is quite fragmented.”
Quote in the paperSubstantial claim - Findingnone given§ What combinations of game elements are studied? · p. 10
Only one work (Tu et al., 2015) among the reviewed studies addresses game dynamics explicitly.
“Only one work (Tu et al., 2015) among the reviewed studies addresses game dynamics explicitly.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Tu et al., 2015
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- Findingreasoning§ What subjects are gamified? · p. 7
The present studies do not provide a conclusive answer to whether CS and IT are more suitable to gamification than other subjects.
“The present studies however do not provide conclusive answer to this question.”
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
Typically, no justification is given for the selection of particular game elements in the reviewed gamification studies.
“Typically, no justification is given for the selection of particular game elements.”
Quote in the paperSubstantial claim - Findingnone given§ How conclusive are the reported results? · p. 17
A common pattern observed in most reviewed studies is to design and develop a particular gamified course/activity/environment, test it in a pilot and assess users' approvals and gains in performance.
“A common pattern observed in most studies is to design and develop a particular gamified course/activity/environment, test it in a pilot and assess users ' approvals and gains in performance.”
Quote in the paperSubstantial claim - Findingreasoning§ Theoretical perspective · p. 24
None of the five literature reviews provides a critical analysis of the strengths and weaknesses of the research findings of the reviewed studies.
“While these reviews synthesize the empirical research on gamification in education, neither of them provides a critical analysis of the strengths and weaknesses of the research findings of the reviewed studies.”
Quote in the paperSubstantial claim - Findingown data§ How conclusive are the reported results? · p. 21
A significant number of the reviewed studies (15) use performance as a measure of the effect of gamification on the studied activities.
“A significant number of the studies (15) are using performance as a measure of the effect that gamification has on the studied activities.”
Quote in the paperNot a substantial claim - Findingnone given§ Conclusion · p. 25
The research on gamification is very diverse with respect to the focus of the studies, the reported outcomes and methodological approaches.
“The review confirmed that the research on gamification is very diverse with respect to the focus of the studies, the reported outcomes and methodological approaches.”
Quote in the paperSubstantial claim - Findingnone given§ What types of goals? · p. 17
Studies measuring the motivational effects of gamification are still limited.
“While gamification is promoted as a motivational instrument, studies measuring its motivational effects are still limited.”
Quote in the paperNot a substantial claim - Findingnone given§ Conclusion · p. 25
The understanding of how to gamify an activity depending on the specifics of the educational context is still limited.
“The understanding of how to gamify an activity depending on the specifics of the educational context is still limited.”
Quote in the paperSubstantial claim - Findingnone given§ Conclusion · p. 25
The research focus at present is mainly on empirical studies with less attention to theoretical considerations.
“It also indicates that the research focus at present is mainly on empirical studies with less attention to the theoretical considerations.”
Quote in the paperSubstantial claim - Findingnone given§ Conclusion · p. 26
When motivation is targeted, it is typically examined through observable indicators, such as grades, attendance, etc. that are not always directly linked to it.
“When motivation is targeted, it is typically examined through observable indicators, such as grades, attendance, etc. that are not always directly linked to it.”
Quote in the paperNot a substantial claim - Findingreasoning§ Conclusion · p. 26
The educational benefits of gamification have not been scientifically confirmed yet.
“It simply means that the educational benefits of gamification have not been scientifically confirmed yet.”
Quote in the paperSubstantial claim - Findingnone given§ What types of goals? · p. 16
The amount of reviewed papers addressing the question 'to whom' (categories of learners) is still limited.
“Even though the amount of papers addressing the question ' to whom ' is still limited, 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 paperNot a substantial claim - Findingreasoning§ Conclusion · p. 26
A comparison of the results of this survey with previous ones indicates a trend of decline of the expectations for gamification in education.
“A comparison of the results of this survey with the previous ones, which marked the climb to the inflated expectation, indicates a trend of decline of the expectations.”
Quote in the paperSubstantial claim - Findingnone given§ What types of goals? · p. 16
Progress has been made within the learner-centric category with explorations of psychological effects of gamification, summarized by the question of how students with different personalities, dispositions and learning styles are influenced by game elements.
“A progress has been made within the learner-centric category with explorations of psychological effects of gamification which can be summarized by the question: How students with different personalities, dispositions and learning styles are influenced by game elements?”
Quote in the paperNot a substantial claim - Findingreasoning§ Conclusion · p. 26
Educational contexts in which gamification may be particularly useful have not been confirmed yet.
“Educational contexts in which gamification may be particularly useful have not been confirmed yet.”
Quote in the paperSubstantial claim - Findingnone given§ Conclusion · p. 25
Insufficient high-quality evidence exists to support the long-term benefits of gamification in educational context.
“Insufficient high-quality evidence exists to support the long-term benefits of gamification in educational context”
Quote in the paperSubstantial claim - Findingown data§ Conclusion · p. 25
A growing number of studies report empirical evidence for the effectiveness of gamification in educational context.
“We have identified a growing number of studies reporting empirical evidences for the effectiveness of gamification in educational context.”
Quote in the paperSubstantial claim - Findingreasoning§ Conclusion · p. 25
A growing body of reported results is backed by inconclusive and insufficient evidence for making valid claims about the efficacy of gamification in education.
“At the same time, it is noticeable that a growing body of reported results is backed by inconclusive and insufficient evidence for making valid claims about the efficacy of gamification in education.”
Quote in the paperSubstantial claim - Interpretationcitation§ What types of studies? · p. 11
The use of leaderboards in academic environments can, in some circumstances, affect academic performance of different demographics differently.
“These results suggest that the use of leaderboards in academic environments can, in some circumstances, affect academic performance of different demographics differently.”
Quote in the paperSubstantial claim - Interpretationreasoning§ What combinations of game elements are studied? · p. 9
Without understanding the effect of individual game elements, it is difficult to identify their contribution in studies that mix several game elements together.
“Without understanding the effect of individual game elements, it is difficult to identify their contribution in studies that mix several game elements together.”
Quote in the paperNot a substantial claim - Interpretationreasoning§ What combinations of game elements are studied? · p. 11
The available evidence indicates that in a learning context gamification is more than mapping game elements on to existing learning content.
“The available evidences indicate that in a learning context gamification is more than mapping game elements on to existing learning content.”
Quote in the paperSubstantial claim- Rests on an assumption: 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.
- Premisecitation§ Abstract · p. 2
Some scientific studies of gamification show that its effect on motivation or participation is lower than the expectations created by the hype.
“This controversy is reflected also in some scientific studies of gamification, which show that its effect on motivation or participation is lower than the expectations created by the hype (Broer, 2014).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Broer, 2014 source
- Interpretationreasoning§ How conclusive are the reported results? · p. 18
It would be short-sighted to assume that gamified implementations with the same configurations of game elements would function similarly across different educational contexts.
“It would be short-sighted to assume that gamified implementations with the same configurations of game elements would function similarly across different educational contexts.”
Quote in the paperNot a substantial claim - Interpretationreasoning§ What kind of learning activities is targeted? · p. 8
Learning activities which involve tasks that are decomposable into simpler subtasks or tasks where performance is measurable are better candidates for gamification.
“One observation that can be drawn from this distribution is that learning activities which involve tasks that are decomposable into simpler subtasks or tasks where performance is measurable (according to an obvious rewarding scheme or skills) are better candidates for gamification.”
Quote in the paperNot a substantial claim - Interpretationown data§ How conclusive are the reported results? · p. 18
There is currently a dearth of quality empirical evidence to support general claims of the impact of gamification on student learning and motivation.
“Currently, there is a dearth of quality empirical evidence to support general claims of the impact of gamification on student ' learning and motivation.”
Quote in the paperSubstantial claim - Interpretationcitation§ Abstract · p. 3
The first review covered works from the rise-in-expectations period of gamification, where the reported outcomes of the early empirical work were often influenced by the hype.
“In terms of the Gartner ' s hype cycle, our first review (Dicheva et al. 2015) covered works from the rise-in-expectations period of gamification, where the reported outcomes of the early empirical work were often influenced by the hype prompting desire to demonstrate that gamification is an effective tool for motivating and engaging learners in educational contexts.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Dicheva et al. 2015
- 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.
- Interpretationown data§ How conclusive are the reported results? · p. 18
The high expectations for positive outcomes from gamified learning are not confirmed by the results of the reviewed empirical studies.
“The paper grouping, based on the strengths of the presented evidence, reveals that the high expectations for positive outcomes from gamified learning are not confirmed by the results of the reviewed empirical studies (see Fig. 1).”
Quote in the paperSubstantial claim - Interpretationreasoning§ What types of studies? · p. 12
In current studies that mix together points, badges, leaderboard, progress, status, etc. without a discernible systematic experimental approach, it is difficult to identify which game elements or configurations are most effective in promoting engagement and supporting learning for a given activity and group of learners.
“In the current studies that mix together points, badges, leaderboard, progress, status, etc. without a discernible systematic experimental approach, it is difficult to identify which game elements or configurations are most effective in promoting engagement and supporting learning for given activity and group of learners.”
Quote in the paperSubstantial claim- Rests on an assumption: Success in one educational context does not guarantee that the same mechanism will be motivationally successful in another educational context.
- Interpretationreasoning§ What types of studies? · p. 12
The dearth of studies that build on previous ones or parallel their efforts on exploring particular aspects of the effect of gamification on engagement and learning suggests a piecemeal approach.
“The dearth of studies that build on the previous ones or parallel their efforts on exploring particular aspects of the effect of gamification on engagement and learning suggests a piecemeal approach.”
Quote in the paperSubstantial claim - Interpretationreasoning§ Abstract · p. 1
The practice of gamifying learning has outpaced researchers' understanding of its mechanisms and methods.
“the practice of gamifying learning has outpaced researchers ' understanding of its mechanisms and methods”
- Also stated in: § Conclusion · p. 25 · plain
“The practice of gamifying learning has outpaced researchers ' understanding of its mechanisms and methods”
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.
- Also stated in: § Conclusion · p. 25 · plain
- Premisecitation§ What combinations of game elements are studied? · p. 10
The combination of points, badges and leaderboards (PBL) is the most used one.
“This is in line with the finding of other authors, e.g. (Nicholson, 2015) that the combination of points, badges and leaderboards (sometimes referred to as PBL) is the most used one (see Table 5).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Nicholson, 2015 source
- Interpretationown data§ How conclusive are the reported results? · p. 18
Given the small number of 15 conclusive papers and the diverse specter of game elements and activities, the presented outcomes are insufficient to draw definitive conclusions on the effectiveness of gamification on students' engagement, learning or participation.
“With this relatively small number of (15) papers and a diverse specter of game elements and activities, the presented outcomes are insufficient to draw definitive conclusions on the effectiveness of gamification on students ' engagement, learning or participation.”
Quote in the paperSubstantial claim - Interpretationreasoning§ Abstract · p. 2
The design of successful gamification applications in education that can sustain intended behavior changes is still more of a guessing practice than science.
“Yet, the design of successful gamification applications in education that can sustain the intended behavior changes is still more of a guessing practice than science.”
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.
- Interpretationreasoning§ How conclusive are the reported results? · p. 20
The fundamental differences in the studied educational contexts hamper the transfer of experimented practices from one learning situation to another.
“Furthermore, the fundamental differences in the studied educational contexts hamper the transfer of experimented practices from one learning situation to another.”
Quote in the paperSubstantial claim - Interpretationreasoning§ How conclusive are the reported results? · p. 20
From the 14 studies listed in the two tables, with 14 different combinations of game elements and 15 different gamified activities, it is difficult to derive useful information on how to gamify a new activity with predictable outcomes.
“From the 14 studies listed in the two tables, with 14 different combinations of game elements and 15 different gamified activities, it is difficult to derive useful information on how to gamify a new (different) activity with predictable outcomes.”
Quote in the paperSubstantial claim - Interpretationreasoning§ How conclusive are the reported results? · p. 20
The piecemeal approach observed in the reviewed studies slows down the advancement in the understanding of the effect of incorporating game elements in learning activities.
“The piecemeal approach observed in the reviewed studies slows down the advancement in the understanding of the effect of incorporating game elements in learning activities.”
Quote in the paperNot a substantial claim - Interpretationreasoning§ How conclusive are the reported results? · p. 21
There is still insufficient empirical work that investigates the educational potential of gamification in a rigorous manner.
“There is still insufficient empirical work that investigates the educational potential of gamification in a rigorous manner.”
Quote in the paperSubstantial claim - Interpretationnone given§ How conclusive are the reported results? · p. 20
The mix of badges, levels, leaderboards, progress, feedback, status and avatars used in the conclusive studies makes it hard to know which of these elements actually worked.
“In addition, the mix of badges, levels, leaderboards, progress, feedback, status and avatars used in the conclusive studies makes it hard to know which of these elements actually worked.”
Quote in the paperSubstantial claim - Interpretationown data§ How conclusive are the reported results? · p. 18
The inconclusive outcomes reported by most empirical works obscure the level of progress in the area of educational gamification.
“Such outcomes obscure the level of progress in the area of educational gamification.”
Quote in the paperSubstantial claim - Interpretationreasoning§ How conclusive are the reported results? · p. 18
With the current understanding of the motivational mechanisms afforded by gamification, the claim that points, badges and leaderboard increase use of an open learning environment cannot be generalized to other activities, game element combinations or academic subjects.
“However, with the current understanding of the motivational mechanisms afforded by gamification, we cannot generalize this claim to other activities, game element combinations or academic subjects.”
Quote in the paperSubstantial claim - Interpretationreasoning§ How conclusive are the reported results? · p. 20
Results obtained from studies such as Hanus and Fox (2015) should be interpreted in a restricted manner, for the specific combinations of game elements, gamified activity, academic subject, and age group.
“Again, the results obtained from such studies should be interpreted in a restricted manner, for the specific combinations of game elements, gamified activity, academic subject, and age group.”
Quote in the paperNot a substantial claim - Interpretationreasoning§ How conclusive are the reported results? · p. 18
Studies reporting positive results from using a specific combination of game elements do not promote understanding of the causal effect of the combination, because it is unclear whether the combination or a particular element led to the positive outcome.
“In general, studies reporting positive results from using a specific combination of game elements do not promote the understanding of the causal effect of the combination, as it is unclear whether the combination or a particular element led to the positive outcome”
Quote in the paperSubstantial claim - Premisecitation§ How conclusive are the reported results? · p. 20
Hanus and Fox (2015) reported that badges, leaderboard, virtual coins, and pseudonyms incorporated in a communication course can have a detrimental effect on students' motivation, satisfaction, and empowerment.
“Negative results such as those of Hanus and Fox (2015), who reported that badges, leaderboard, virtual coins, and pseudonyms incorporated in a communication course can have a detrimental effect on students ' motivation, satisfaction, and empowerment, help understand the limits of gamification.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Hanus and Fox (2015) source
- Interpretationreasoning§ Theoretical perspective · p. 25
The reviewed theoretical studies are insufficient for complete understanding of the motivational mechanisms of gamification in educational context.
“While the reviewed theoretical studies are touching interesting points, the covered topics are insufficient for complete understanding of the motivational mechanisms of gamification in educational context.”
Quote in the paperNot a substantial 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. 18Hakulinen 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. 20Two 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. 6The 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. 5The 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. 5The 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. 18The 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 claimMay combine two claims.
Findingown data§ What combinations of game elements are studied? · p. 9In 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 claimMay combine two claims.
Findingown data§ What educational level is targeted? · p. 6The 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. 18Among 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 claimMay combine two claims.
Findingreasoning§ What types of studies? · p. 11Although 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 claimMay combine two claims.
Findingreasoning§ What types of studies? · p. 12Although 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 claimProbably not a substantial claim: may not pass S3 (load-bearing).
Findingown data§ Search strategy and sources · p. 5Only 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. 5The 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. 8Another 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. 8Although 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. 12The 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 claimProbably 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. 8The 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. 4The 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. 3A 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. 17The 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 claimClassified as probably not a substantial claim. May combine two claims.
Findingnone given§ Conclusion · p. 25Studies 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 claimProbably not a substantial claim: may not pass S3 (load-bearing).
Findingreasoning§ What types of goals? · p. 16The 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 claimMay combine two claims.
Findingown data§ How conclusive are the reported results? · p. 18The 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 claimThe quote only partly states this claim.
Findingown data§ How conclusive are the reported results? · p. 22The 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 claimMay combine two claims.
Findingreasoning§ Conclusion · p. 26The 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 claimMay combine two claims.
Findingnone given§ Conclusion · p. 26The 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 claimMay combine two claims.
Findingnone given§ Conclusion · p. 26Research 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 claimMay combine two claims.
Findingreasoning§ How conclusive are the reported results? · p. 17The 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 claimProbably not a substantial claim: may not pass S3 (load-bearing), S4 (based).
Findingnone given§ Conclusion · p. 25The majority of the studies target college students.
“Moreover, the majority of the studies target college students.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Findingnone given§ Conclusion · p. 25A 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 claimProbably not a substantial claim: may not pass S4 (based). May combine two claims.
Findingnone given§ Conclusion · p. 26Several 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 claimProbably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing), S4 (based). May combine two claims.
Premisenone given§ Abstract · p. 2Gamification 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 claimProbably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing). May combine two claims.
Premisereasoning§ What educational level is targeted? · p. 6Studies 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 claimProbably not a substantial claim: may not pass S2 (checkable), S4 (based).
Premisenone given§ Data extraction · p. 5The 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 claimClassified as probably not a substantial claim.
Study design and conductnone given§ Search strategy and sources · p. 5The 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. 11Pedro 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. 8Online 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 claimProbably not a substantial claim: may not pass S2 (checkable), S4 (based).
Premisenone given§ Data extraction · p. 5Motivation 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 claimProbably not a substantial claim: may not pass S2 (checkable).
Premisecitation§ Abstract · p. 3More 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. 12The 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. 5Individuals 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 claimMay combine two claims.
Premisecitation§ What subjects are gamified? · p. 7A 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. 2Gamification 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 claimMay combine two claims.
Premisecitation§ What types of studies? · p. 11Motivation 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. 11Women 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. 18The 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 claimProbably not a substantial claim: may not pass S4 (based).
Premisenone given§ Data extraction · p. 5The 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 claimProbably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
Premisecitation§ Abstract · p. 2The 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. 21Improving 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. 22This 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 claimProbably not a substantial claim: may not pass S3 (load-bearing), S4 (based). May combine two claims.
Premisenone given§ Endnotes · p. 29Gamification increased communication, participation and punctuality.
“Increased communication, participation, punctuality”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S2 (checkable), S4 (based).
Interpretationreasoning§ Theoretical perspective · p. 25Without 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 claimProbably not a substantial claim: may not pass S3 (load-bearing), S4 (based). May combine two claims.
Premisenone given§ Endnotes · p. 31Gamification increased motivation and learning.
“Increased motivation and learning”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Study design and conductreasoning§ How conclusive are the reported results? · p. 21In 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 claimProbably not a substantial claim: may not pass S3 (load-bearing), S4 (based). The quote only partly states this claim.
Premisenone given§ Endnotes · p. 30Gamification increased intention to use the PLE.
“Increased intention to use the PLE”
Quote in the paperNot a substantial claimClassified as probably not a substantial claim.
Interpretationcitation§ Theoretical perspective · p. 24Merely 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 claimProbably not a substantial claim: may not pass S3 (load-bearing).
Premisecitation§ Conclusion · p. 26Most 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. 24The 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. 31There was mixed acceptance of game elements.
“Mixed acceptance of game elements”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
Premisecitation§ Endnotes · p. 30Gamification 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. 29Gamification had a positive effect on student collaboration.
“Positive effect on student collaboration”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing), S4 (based).
Premisenone given§ Endnotes · p. 30Gamification reduced undesirable behaviors in the VLE.
“reduced undesirable behaviors in VLE”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing), S4 (based). May combine two claims.
Premisenone given§ Endnotes · p. 29Gamification improved retention period and learning performance.
“Improved retention period, and learning performance”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing). May combine two claims. The quote only partly states this claim.
Premisecitation§ Endnotes · p. 30Gamification 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. 17The 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 claimProbably not a substantial claim: may not pass S3 (load-bearing), S4 (based).
Premisenone given§ Endnotes · p. 28Gamification motivated continuous learning for the module.
“Motivated continuous learning for module”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing), S4 (based).
Premisenone given§ Endnotes · p. 31There is a relation between badge interaction and engagement.
“Relation between badge interaction and engagement”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
Premisecitation§ Theoretical perspective · p. 24In 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. 29Gamification improved learning performance.
“Improved learning performance”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S2 (checkable). May combine two claims.
Interpretationreasoning§ Conclusion · p. 25Possible 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 claimProbably not a substantial claim: may not pass S4 (based). May combine two claims.
Interpretationnone given§ Conclusion · p. 25The 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 claimProbably not a substantial claim: may not pass S3 (load-bearing), S4 (based). May combine two claims.
Premisenone given§ Endnotes · p. 31Gamification increased engagement and fostered learning.
“Increased engagement, foster learning”
Quote in the paperNot a substantial claimClassified as probably not a substantial claim.
Premisecitation§ Theoretical perspective · p. 24For 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. 31Gamification improved participation and quality of online discussion.
“Improved participation and quality of online discussion”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing), S4 (based). The quote only partly states this claim.
Premisenone given§ Endnotes · p. 30Gamification increased usage of the open learning environment.
“Increased usage of the open learning environment”
Quote in the paperNot a substantial claimMay combine two claims.
Interpretationreasoning§ What types of goals? · p. 16An 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 claimProbably not a substantial claim: may not pass S3 (load-bearing), S4 (based). The quote only partly states this claim.
Premisenone given§ Endnotes · p. 31Gamification increased intrinsic motivation.
“Increased intrinsic motivation”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Premisecitation§ Endnotes · p. 28Leaderboards 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. 18Reported 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 claimProbably not a substantial claim: may not pass S3 (load-bearing), S4 (based). May combine two claims.
Premisenone given§ Endnotes · p. 30Gamification increased competence need (negative) and performance (positive).
“Increased competence need (negative) and performance (positive)”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S2 (checkable).
Interpretationreasoning§ Conclusion · p. 26The 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 claimMay combine two claims.
Interpretationown data§ How conclusive are the reported results? · p. 21There 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 claimProbably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing).
Study design and conductnone given§ How conclusive are the reported results? · p. 21The 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 claimClassified as probably not a substantial claim. May combine two claims.
Study design and conductnone given§ How conclusive are the reported results? · p. 18The 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 claimProbably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing).
Interpretationcitation§ Conclusion · p. 26The 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 claimProbably not a substantial claim: may not pass S3 (load-bearing), S4 (based). The quote only partly states this claim.
Premisenone given§ Endnotes · p. 29Gamification improved time on task.
“Improved time on task”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Premisecitation§ Endnotes · p. 30There 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. 31Gamification increased disposition to the experience flow.
“Increased disposition to the experience flow”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing). The quote only partly states this claim.
Premisecitation§ Endnotes · p. 30Gamification 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. 28There 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 claimMay combine two claims.
Premisecitation§ Theoretical perspective · p. 24Lieberoth (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. 28Gamification improved motivation.
“Improved motivation”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
Premisecitation§ Theoretical perspective · p. 23Tomaselli 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. 31Gamification fostered learning activities.
“Fostered learning activities”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing), S4 (based).
Premisenone given§ Endnotes · p. 31There is a relation between gaming personality and game dynamics.
“Relation between gaming personality and game dynamics”
Quote in the paperNot a substantial claim
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.”
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 measuredGamification 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).”
From Gamification on Mathematics Engagement and Motivation in Secondary School and Higher Education: A Systematic Review and Meta-Analysis (2026) · cites this paper as 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
MinorThe narrative says 25 studies were inconclusive, while Table 9 reports 26.
“A surprising fact is that the vast majority of the empirical works (25 studies) report inconclusive outcomes”
“| Inconclusive | 26 (50%) |”
A 2013 paper appears in the restricted review set
MinorThe review says it was restricted to papers appearing from June 2014 through December 2015, yet its study tables include Holman et al. (2013).
“The review was restricted to papers appearing in the searched databases between June 30, 2014 and December 31, 2015.”
“| B | (Holman et al., 2013) | Badges, leveling, autonomy, leaderboard, grade predictor”
Poole study is both leaderboards-only and points-plus-leaderboards
MinorTable 5 places Poole et al. in its "Leaderboards only" category, whereas Table 7 lists both points and leaderboards.
“| Leaderboards only | 3 (6%) | (Christy & Fox, 2014; Landers & Landers, 2015; Poole et al., 2014)”
“| (Poole et al., 2014) | Points, leaderboards”
Empirical and theoretical paper counts do not add to 63
MinorThe 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
“The end result was a list of 11 theoretical papers appearing in the searched databases between June 30, 2014 and December 31, 2015. Thus the final number of selected papers (empirical and theoretical) amounted to 63 in total.”
Online Java exercise result is attributed to the wrong study
MinorThe 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.
“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.”
“| A | (Hakulinen et al., 2015) | Badges | Homework exercises | Improves motivation |”
Perry study is both badges-only and points-plus-badges
MinorTable 5 places Perry (2015) in its "Badges only" category, whereas Table 7 lists both points and badges for that study.
“| Badges only | 9 (18%) | (Boticki et al., 2015; Davis & Klein, 2015; Hakulinen et al., 2015; Leach et al., 2014; Long & Aleven, 2014; Pedro et al., 2015a; Perry, 2015; Tu et al., 2015; Tvarozek & Brza, 2014)”
“| (Perry, 2015) | Points, badges”
Cites
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“According to the Self Determination Theory (Ryan & Deci, 2000), humans seek out activities to satisfy intrinsic motivational needs, such as competence, autonomy, or relatedness.”
From game design elements to gamefulness: defining "gamification"
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011) · Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments · doi:10.1145/2181037.2181040 · Cited by 8,402 · cited 4× · see citing works
“What combinations of game elements are studied? According to (Deterding et al., 2011) gamification is the use of game design elements in non-game contexts.”
InfluentialDoes Gamification Work? -- A Literature Review of Empirical Studies on Gamification
Hamari, J., Koivisto, J., & Sarsa, H. (2014) · 2014 47th Hawaii International Conference on System Sciences · doi:10.1109/hicss.2014.377 · Cited by 5,201 · cited 2× · see citing works
“This findings are in line with the conclusions reported by (Koivisto & Hamari, 2014), who have shown in a more general context that women experience a greater effect when the gamification contains social aspects and men - when there is a sort of competition.”
The motivational pull of video games: a self-determination theory approach
Ryan, R. M., Rigby, C. S., & Przybylski, A. (2006) · Motivation and Emotion · doi:10.1007/s11031-006-9051-8 · Cited by 3,332 · cited 1× · see citing works
“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.”
Reality is Broken Why Games Make Us Better and How They Can Change the World
(2012) · Choice Reviews Online · doi:10.5860/choice.49-6095 · Cited by 2,933 · cited 1× · see citing works
“The motivational outcome category concerns concepts derived from motivational principles of games such as explicit goals, rules, a feedback system, and voluntary participation (McGonigal, 2011).”
Gamification in theory and action: a survey
Seaborn, K., & Fels, D. I. (2015) · International Journal of Human-Computer Studies · doi:10.1016/j.ijhcs.2014.09.006 · Cited by 2,515 · cited 2× · see citing works
“array of practical motivations (Seaborn & Fels, 2015).”
(2012) · Swinburne figshare (Swinburne University of Technology) · Cited by 2,354 · see citing works
Hanus, M. D., & Fox, J. (2015) · Computers & Education · doi:10.1016/j.compedu.2014.08.019 · Cited by 1,918 · cited 8× · see citing works
“(Attali & Arieli-Attali, 2015; Hanus & Fox, 2015; Long & Aleven, 2014) Inconclusive 26 (50”
Influential(2015) · Educational Technology & Society · Cited by 1,551 · see citing works
Self-citationFrom Game Design Elements to Gamefulness: Defining “Gamification”
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. E. (2011) · IT University Of Copenhagen (IT University of Copenhagen) · Cited by 1,341 · see citing works
Mekler, E. D., Brühlmann, F., Tuch, A. N., & Opwis, K. (2017) · Computers in Human Behavior · doi:10.1016/j.chb.2015.08.048 · Cited by 990 · cited 19× · see citing works
“…Ibanez et al., 2014; Knutas et al., 2014b; Lambruschini & Pizarro, 2015; Laskowski & Badurowicz, 2014; Latulipe et al., 2015; Leach et al., 2014; Mekler et al., 2015; Morschheuser et al., 2014; Pedro et al., 2015b; Perry, 2015; Poole et al., 2014; Shi et al., 2014; Sillaots, 2014; Simoes et…”
InfluentialDeveloping a Theory of Gamified Learning: Linking Serious Games and Gamification of Learning
Landers, R. N. (2014) · Simulation & Gaming · doi:10.1177/1046878114563660 · Cited by 918 · cited 10× · see citing works
“…to behavioral and motivational (Attali & Arieli-Attali, 2015; Barrio et al., 2015; Boticki et al., 2015; Christy & Fox, 2014; Davis & Klein, 2015; Hakulinen et al., 2015; Landers & Landers, 2015; Long & Aleven, 2014; Pedro et al., 2015a; Tu et al., 2015; Tvarozek & Brza, 2014) 2 elements 8 (16”
InfluentialDemographic differences in perceived benefits from gamification
Koivisto, J., & Hamari, J. (2014) · Computers in Human Behavior · doi:10.1016/j.chb.2014.03.007 · Cited by 841 · cited 1× · see citing works
“This findings are in line with the conclusions reported by (Koivisto & Hamari, 2014), who have shown in a more general context that women experience a greater effect when the gamification contains social aspects and men - when there is a sort of competition.”
A RECIPE for Meaningful Gamification
Nicholson, S. (2015) · Gamification in Education and Business · doi:10.1007/978-3-319-10208-5_1 · Cited by 722 · cited 2× · see citing works
“(Nicholson, 2015) that the combination of points, badges and leaderboards (sometimes referred to as PBL) is the most used one (see Table 5).”
A mobile gamification learning system for improving the learning motivation and achievements
Su, C., & Cheng, C. (2015) · Journal of Computer Assisted Learning · doi:10.1111/jcal.12088 · Cited by 648 · cited 13× · see citing works
“…learning and behavioral outcomes including: • knowledge acquisition outcomes (Jang et al., 2015); Laskowski & Badurowicz, 2014; Paiva et al., 2015; Su & Cheng, 2015) • perceptual outcomes (Christy & Fox, 2014; Codish & Ravid, 2014; Davis & Klein, 2015; Pedro et al., 2015b; Sillaots, 2014;…”
InfluentialGamification for Engaging Computer Science Students in Learning Activities: A Case Study
Ibanez, M.-B., Serio, Á. D., & Kloos, C. D. (2014) · IEEE Transactions on Learning Technologies · doi:10.1109/tlt.2014.2329293 · Cited by 507 · cited 23× · see citing works
“, 2015b) engagement outcomes (Boskic & Hu, 2015; Chang & Wei, 2015; Ibanez et al., 2014; Latulipe et al., 2015; Morschheuser et al., 2014; Poole et al., 2014) motivational outcomes (Hasegawa et al.”
InfluentialGamification in Education and Business
Reiners, T., & Wood, L. C. (2014) · Springer eBooks · doi:10.1007/978-3-319-10208-5 · Cited by 489 · see citing works
A systematic mapping on gamification applied to education
Borges, S. S., Durelli, V. H. S., Reis, H. M., & Isotani, S. (2014) · ACM Symposium on Applied Computing · doi:10.1145/2554850.2554956 · Cited by 438 · cited 1× · see citing works
“In addition to the gamification works with theoretical, conceptual or methodological orientation, five literature reviews (Borges, Durelli, Reis, & Isotani, 2014; Caponetto et al., 2014; Dicheva & Dichev, 2015; Faiella & Ricciardi, 2015; Gerber, 2014) have been published over the last two years.”
Gamification in assessment: Do points affect test performance?
Attali, Y., & Arieli‐Attali, M. (2014) · Computers & Education · doi:10.1016/j.compedu.2014.12.012 · Cited by 420 · cited 7× · see citing works
“(Attali & Arieli-Attali, 2015; Hanus & Fox, 2015; Long & Aleven, 2014) Inconclusive 26 (50”
Influential(Re)Defining Gamification: A Process Approach
Werbach, K. D. (2014) · Lecture notes in computer science · doi:10.1007/978-3-319-07127-5_23 · Cited by 394 · cited 1× · see citing works
“…has been defined in several ways, such as “ the use of game design elements in non-game contexts ” (Deterding, Dixon, Khaled, & Nacke, 2011), “ the phenomenon of creating gameful experiences ” (Hamari, Koivisto, & Sarsa, 2014), or “ the process of making activities more game-like ” (Werbach, 2014).”
An Empirical Test of the Theory of Gamified Learning
Landers, R. N., & Landers, A. K. (2014) · Simulation & Gaming · doi:10.1177/1046878114563662 · Cited by 363 · see citing works
Engaging Asian students through game mechanics: Findings from two experiment studies
Hew, K. F., Huang, B., Chu, K. W. S., & Chiu, D. K. W. (2016) · Computers & Education · doi:10.1016/j.compedu.2015.10.010 · Cited by 298 · cited 7× · see citing works
“…and levels increase performance, competence, need satisfaction, and intrinsic motivation (Mekler et al., 2015), on involving Asian students in gamified course activities (Hew et al., 2016) and on the predictive effect of gaming personality on their game dynamic preferences (Tu et al., 2015).”
InfluentialGamification as a tool for enhancing graduate medical education
Nevin, C. R., Westfall, A. O., Rodriguez, J. M., Dempsey, D. M., Cherrington, A., Roy, B., Patel, M., & Willig, J. H. (2014) · Postgraduate Medical Journal · doi:10.1136/postgradmedj-2013-132486 · Cited by 286 · cited 15× · see citing works
“, 2014) To study how to enhance user’s engagement with PLE (Nevin et al., 2014) To understand how gamification affects acceptance and use of medical knowledge software”
InfluentialA Literature Review of Gamification Design Frameworks
Mora, A., Riera, D., González, C. S. G., & Arnedo-Moreno, J. (2015) · International Conference on Games and Virtual Worlds for Serious Applications · doi:10.1109/vs-games.2015.7295760 · Cited by 285 · cited 2× · see citing works
“we refer the interested readers to a corresponding literature review on this topic (Mora et al., 2015).”
Christy, K. R., & Fox, J. (2014) · Computers & Education · doi:10.1016/j.compedu.2014.05.005 · Cited by 276 · cited 10× · see citing works
“…2015) • perceptual outcomes (Christy & Fox, 2014; Codish & Ravid, 2014; Davis & Klein, 2015; Pedro et al., 2015b; Sillaots, 2014; Sillaots, 2015; Christy & Fox, 2014) • behavioral outcomes (Barata et al., 2014; Codish & Ravid, 2015; Hakulinen et al., 2015; Hew et al., 2016; Pedro et al., 2015b)…”
InfluentialImproving biotech education through gamified laboratory simulations
Bonde, M. T., Makransky, G., Wandall, J., Larsen, M. V., Morsing, M., Jarmer, H., & Sommer, M. O. A. (2014) · Nature Biotechnology · doi:10.1038/nbt.2955 · Cited by 243 · cited 19× · see citing works
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InfluentialGamification and learning: a review of issues and research
Faiella, F., & Ricciardi, M. (2015) · DOAJ (DOAJ: Directory of Open Access Journals) · doi:10.20368/1971-8829/1072 · Cited by 225 · cited 1× · see citing works
“In addition to the gamification works with theoretical, conceptual or methodological orientation, five literature reviews (Borges, Durelli, Reis, & Isotani, 2014; Caponetto et al., 2014; Dicheva & Dichev, 2015; Faiella & Ricciardi, 2015; Gerber, 2014) have been published over the last two years.”
Psychological Theory and the Gamification of Learning
Landers, R. N., Bauer, K. N., Callan, R. C., & Armstrong, M. B. (2014) · Springer eBooks · doi:10.1007/978-3-319-10208-5_9 · Cited by 211 · cited 1× · see citing works
“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.”
Shallow Gamification: Testing Psychological Effects of Framing an Activity as a Game
Lieberoth, A. (2015) · Games and Culture · doi:10.1177/1555412014559978 · Cited by 208 · cited 2× · see citing works
“According to Lieberoth (2015), it might not be the game itself that stimulates individuals, but rather the packaging: the fact that an activity resembles a game.”
Hakulinen, L., Auvinen, T., & Korhonen, A. (2015) · International Journal of Emerging Technologies in Learning (iJET) · doi:10.3991/ijet.v10i1.4221 · Cited by 201 · cited 25× · see citing works
“…to behavioral and motivational (Attali & Arieli-Attali, 2015; Barrio et al., 2015; Boticki et al., 2015; Christy & Fox, 2014; Davis & Klein, 2015; Hakulinen et al., 2015; Landers & Landers, 2015; Long & Aleven, 2014; Pedro et al., 2015a; Tu et al., 2015; Tvarozek & Brza, 2014) 2 elements 8 (16”
InfluentialPractical, appropriate, empirically-validated guidelines for designing educational games
Linehan, C., Kirman, B. J., Lawson, S. W., & Chan, G. (2011) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/1978942.1979229 · Cited by 196 · cited 1× · see citing works
“The empirical research should thereby not just be fixated on the pros of gamified learning, but also be open to the cons and the conditions when gamification for learning should be avoided (Linehan et al., 2011; Westera, 2015).”
Usage of a mobile social learning platform with virtual badges in a primary school
Botički, I., Baksa, J., SEOW, P. S. K., et al. (2015) · Computers & Education · doi:10.1016/j.compedu.2015.02.015 · Cited by 189 · cited 18× · see citing works
“, 2014) Others 11 (21%) (Barrio, Organero, & Soriano, 2015; Boticki et al., 2015 ; Chang & Wei, 2015; Davis & Klein, 2015; Lambruschini & Pizarro, 2015; Mekler, Brühlmann, Tuch, & Opwis, 2015; Morschheuser, Rivera-Pelayo, Mazarakis, & Zacharias, 2014; Pedro, Santos, Aresta, & Almeida, 2015a; Shi, Cristea, Hadzidedic,…”
InfluentialPerry, B. (2015) · Procedia - Social and Behavioral Sciences · doi:10.1016/j.sbspro.2015.01.892 · Cited by 176 · cited 14× · see citing works
“(Perry, 2015) The effect on learning French as a second language (Pettit et al.”
InfluentialFrom Gamification to Gameful Design and Gameful Experience in Learning
Dichev, C., Dicheva, D., Angelova, G., & Agre, G. (2015) · Cybernetics and Information Technologies · doi:10.1515/cait-2014-0007 · Cited by 169 · cited 2× · see citing works
“, 2015), where students can improve their algorithmic skills by practicing with interactive exercises (Dichev et al. 2014).”
Self-citationAuvinen, T., Hakulinen, L., & Malmi, L. (2015) · IEEE Transactions on Learning Technologies · doi:10.1109/tlt.2015.2441718 · Cited by 169 · cited 15× · see citing works
“, 2015) Study several variables - unclear which one contributed to the observed outcomes (Auvinen et al., 2015) Comparison of two approaches - a gamified version and a version with heatmaps (Barrio et al.”
InfluentialExploring Engaging Gamification Mechanics in Massive Online Open Courses.
Chang, J., & Wei, H. (2016) · Educational Technology & Society · Cited by 149 · see citing works
Krause, M., Mogalle, M., Pohl, H., & Williams, J. J. (2015) · ACM Conference on Learning @ Scale (L@S) · doi:10.1145/2724660.2724665 · Cited by 131 · cited 17× · see citing works
“…Christy & Fox, 2014; Hakulinen et al., 2015; Hanus & Fox, 2015; Hasegawa et al., 2015; Ibanez et al., 2014; Jang et al., 2015; Knutas et al., 2014b; Krause et al., 2015; Landers & Landers, 2015; Laskowski & Badurowicz, 2014; Latulipe et al., 2015; Leach et al., 2014; Lehtonen et al., 2015; Long &…”
InfluentialStructuring Flipped Classes with Lightweight Teams and Gamification
Latulipe, C., Long, N. B., & Seminario, C. E. (2015) · ACM Technical Symposium on Computer Science Education (SIGCSE) · doi:10.1145/2676723.2677240 · Cited by 128 · cited 18× · see citing works
“, 2015b) engagement outcomes (Boskic & Hu, 2015; Chang & Wei, 2015; Ibanez et al., 2014; Latulipe et al., 2015; Morschheuser et al., 2014; Poole et al., 2014) motivational outcomes (Hasegawa et al.”
InfluentialCan Gamification Improve the Benefits of Student Response Systems in Learning? An Experimental Study
Morillas Barrio, C., Munoz-Organero, M., & Sanchez Soriano, J. (2016) · IEEE Transactions on Emerging Topics in Computing · doi:10.1109/tetc.2015.2497459 · Cited by 124 · cited 17× · see citing works
“This category includes studies of employing gamification in audience response systems (Barrio et al., 2015; Pettit et al., 2015), in mobile learning systems (Su & Cheng, 2015), in Learning Management Systems (Lambruschini & Pizarro, 2015) and in MOOCs (Chang & Wei, 2015).”
InfluentialPettit, R. K., McCoy, L., Kinney, M. N., & Schwartz, F. N. (2015) · BMC Medical Education · doi:10.1186/s12909-015-0373-7 · Cited by 108 · cited 8× · see citing works
“This category includes studies of employing gamification in audience response systems (Barrio et al., 2015; Pettit et al., 2015), in mobile learning systems (Su & Cheng, 2015), in Learning Management Systems (Lambruschini & Pizarro, 2015) and in MOOCs (Chang & Wei, 2015).”
InfluentialUsing Gamification to Motivate Students with Dyslexia
Gooch, D., Vasalou, A., Benton, L., & Khaled, R. (2016) · Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems · doi:10.1145/2858036.2858231 · Cited by 106 · cited 1× · see citing works
“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).”
Khan academy gamifies computer science
Morrison, B. B., & DiSalvo, B. J. (2014) · ACM Technical Symposium on Computer Science Education (SIGCSE) · doi:10.1145/2538862.2538946 · Cited by 100 · cited 1× · see citing works
“For example, purely descriptive papers such as (Morrison & DiSalvo, 2014), which describes the implementation of gamification within Khan Note: a Theoretical Papers Academy, were not included.”
Bíró, G. I. (2014) · Procedia - Social and Behavioral Sciences · doi:10.1016/j.sbspro.2014.05.027 · Cited by 99 · cited 1× · see citing works
“Yet, Biro (2014) considers gamification as a new educational theory, alongside of behavior-ism, cognitivism, constructivism and connectivism.”
Increasing collaborative communications in a programming course with gamification
Knutas, A., Ikonen, J., Nikula, U., & Porras, J. (2014) · International Conference on Computer Systems and Technologies (CompSysTech) · doi:10.1145/2659532.2659620 · Cited by 84 · cited 10× · see citing works
“…Chang & Wei, 2015; Codish & Ravid, 2015; Hasegawa et al., 2015; Herbert et al., 2014; Holman et al., 2015; Ibanez et al., 2014; Jang et al., 2015; Knutas et al., 2014; Knutas et al., 2014; Krause et al., 2015; Mekler et al., 2015; Morschheuser et al., 2014; Paiva et al., 2015; Pettit et al.,…”
InfluentialDoes gamification work for boys and girls?
Pedro, L. Z., Lopes, A. M. Z., Prates, B. G., Vassileva, J., & Isotani, S. (2015) · ACM Symposium on Applied Computing · doi:10.1145/2695664.2695752 · Cited by 77 · cited 20× · see citing works
“…to behavioral and motivational (Attali & Arieli-Attali, 2015; Barrio et al., 2015; Boticki et al., 2015; Christy & Fox, 2014; Davis & Klein, 2015; Hakulinen et al., 2015; Landers & Landers, 2015; Long & Aleven, 2014; Pedro et al., 2015a; Tu et al., 2015; Tvarozek & Brza, 2014) 2 elements 8 (16”
InfluentialAcademic Course Gamification: The Art of Perceived Playfulness
Codish, D., & Ravid, G. (2014) · Interdisciplinary Journal of e-Skills and Lifelong Learning · doi:10.28945/2066 · Cited by 76 · cited 8× · see citing works
“…identifying learner types based on how students experience gamified courses (Barata et al., 2014) and how different learners perceive playfulness (Codish & Ravid, 2014), on the variation in motivation between learners with different gamification typologies (Herbert et al., 2014), on exploring…”
InfluentialContextual Gamification of Social Interaction – Towards Increasing Motivation in Social E-learning
Shi, L., Cristea, A. I., Hadžidedić, S., & Dervishalidovic, N. (2014) · Lecture notes in computer science · doi:10.1007/978-3-319-09635-3_12 · Cited by 74 · cited 16× · see citing works
“, 2015; Long & Aleven, 2014; Tvarozek & Brza, 2014) Collaboration/discussions/ social interactions 4 (8%) (Knutas et al., 2014; Knutas et al., 2014; Shi et al., 2014; Smith et al., 2014)”
InfluentialDetecting playfulness in educational gamification through behavior patterns
Codish, D., & Ravid, G. (2015) · IBM Journal of Research and Development · doi:10.1147/jrd.2015.2459651 · Cited by 72 · cited 10× · see citing works
“(Codish & Ravid, 2015; Holman et al., 2015; Simoes et al., 2015) Platform-Centric Game elements and gamified platforms 7 (13”
InfluentialGamification of Joint Student/System Control over Problem Selection in a Linear Equation Tutor
Long, Y., & Aleven, V. (2014) · Lecture Notes in Computer Science · doi:10.1007/978-3-319-07221-0_47 · Cited by 71 · cited 7× · see citing works
“(Attali & Arieli-Attali, 2015; Hanus & Fox, 2015; Long & Aleven, 2014) Inconclusive 26 (50”
InfluentialGames are motivating, aren´t they? Disputing the arguments for digital game-based learning
Westera, W. (2015) · International Journal of Serious Games · doi:10.17083/ijsg.v2i2.58 · Cited by 67 · cited 1× · see citing works
“The empirical research should thereby not just be fixated on the pros of gamified learning, but also be open to the cons and the conditions when gamification for learning should be avoided (Linehan et al., 2011; Westera, 2015).”
Holman, C., Aguilar, S. J., & Fishman, B. (2013) · International Conference on Learning Analytics and Knowledge (LAK) · doi:10.1145/2460296.2460350 · Cited by 62 · cited 6× · see citing works
“, 2016) The effect on Asian students performance (Holman et al., 2013) The effect on coursework planning (Ibanez et al.”
InfluentialAn English vocabulary learning support system for the learner’s sustainable motivation
Hasegawa, T., Koshino, M., & Ban, H. (2015) · SpringerPlus · doi:10.1186/s40064-015-0792-2 · Cited by 61 · cited 15× · see citing works
“…Bernik et al., 2015; Bonde et al., 2014; Boskic & Hu, 2015; Boticki et al., 2015; Christy & Fox, 2014; Hakulinen et al., 2015; Hanus & Fox, 2015; Hasegawa et al., 2015; Ibanez et al., 2014; Jang et al., 2015; Knutas et al., 2014b; Krause et al., 2015; Landers & Landers, 2015; Laskowski &…”
InfluentialOn the role of gamification and localization in an open online learning environment
Lehtonen, T., Aho, T., Isohanni, E., & Mikkonen, T. (2015) · Koli Calling International Conference on Computing Education Research · doi:10.1145/2828959.2828973 · Cited by 57 · cited 17× · see citing works
“…undesirable behaviors and increasing performance in virtual learning environments (Pedro et al., 2015b) and in personal learning environments (Lehtonen et al., 2015; Morschheuser et al., 2014); the effect of badges on student behavior (Hakulinen et al., 2015) and how they predict the student…”
InfluentialReconceptualising gamification: Play and pedagogy
Tulloch, R. (2014) · DOAJ (DOAJ: Directory of Open Access Journals) · Cited by 55 · see citing works
Gamification of Online Learning
Jang, J., Park, J., & Yi, M. Y. (2015) · Lecture notes in computer science · doi:10.1007/978-3-319-19773-9_82 · Cited by 54 · cited 17× · see citing works
“…Boskic & Hu, 2015; Boticki et al., 2015; Christy & Fox, 2014; Hakulinen et al., 2015; Hanus & Fox, 2015; Hasegawa et al., 2015; Ibanez et al., 2014; Jang et al., 2015; Knutas et al., 2014b; Krause et al., 2015; Landers & Landers, 2015; Laskowski & Badurowicz, 2014; Latulipe et al., 2015; Leach et…”
InfluentialAn Investigation of Gamification Typologies for Enhancing Learner Motivation
Herbert, B., Charles, D. K., Moore, A., & Charles, T. (2014) · International Conference on Interactive Technologies and Games (ITAG) · doi:10.1109/itag.2014.17 · Cited by 50 · cited 15× · see citing works
“, 2015; Su & Cheng, 2015) More than 3 elements 16 (31%) (Amriani et al., 2014; Barata et al., 2014; Chang & Wei, 2015; Codish & Ravid, 2014; Hasegawa et al., 2015; Herbert et al., 2014; Holman et al., 2015; Jang et al., 2015; Knutas et al., 2014; Krause et al., 2015; Nevin et al., 2014; Pedro et al., 2015b; Pettit et…”
InfluentialUtomo, A. Y., & Santoso, H. B. (2015) · International HCI and UX Conference in Indonesia (CHIuXiD) · doi:10.1145/2742032.2742033 · Cited by 49 · cited 10× · see citing works
“…et al., 2014; Latulipe et al., 2015; Morschheuser et al., 2014; Poole et al., 2014) • motivational outcomes (Hasegawa et al., 2015; Herbert et al., 2014; Mekler et al., 2015; Pedro et al., 2015a; Utomo & Santoso, 2015) • social outcomes (Hanus & Fox, 2015; Christy & Fox, 2014; Shi et al., 2014).”
InfluentialPeer-supported badge attribution in a collaborative learning platform: The SAPO Campus case
Pedro, L. F. M. G., Santos, C., Aresta, M., & Almeida, S. F. (2015) · Computers in Human Behavior · doi:10.1016/j.chb.2015.03.024 · Cited by 39 · cited 18× · see citing works
“…to behavioral and motivational (Attali & Arieli-Attali, 2015; Barrio et al., 2015; Boticki et al., 2015; Christy & Fox, 2014; Davis & Klein, 2015; Hakulinen et al., 2015; Landers & Landers, 2015; Long & Aleven, 2014; Pedro et al., 2015a; Tu et al., 2015; Tvarozek & Brza, 2014) 2 elements 8 (16”
InfluentialFostering Engagement with Gamification: Review of Current Practices on Online Learning PlatformsPreprint
Hansch, A., Newman, C., & Schildhauer, T. A. (2015) · SSRN Electronic Journal · doi:10.2139/ssrn.2694736 · Cited by 34 · cited 3× · see citing works
“Overall, the bulk of theoretical research addressing gamification maintains that focusing on points and rewards rather than on play and intrinsic engagement cannot always meet the goal of desired behavior change by catering to the intrinsic values of learners (Hansch et al., 2015; Songer & Miyata, 2014; Tomaselli et a…”
Get Your Head in the Game: Using Gamification in Business Education to Connect with Generation Y
Poole, S. M., Kemp, E., Williams, K. H., & Patterson, L. (2014) · USF Scholarship Repository (University of San Francisco) · Cited by 33 · see citing works
A systematic mapping on gamification applied to education
Borges, S. S., Durelli, V. H. S., Reis, H. M., & Isotani, S. (2014) · Scientific Electronic Library Online (São Paulo Research Foundation, Latin American and Caribbean Center on Health Sciences Information, Conselho Nacional de Desenvolvimento Científico e Tecnológico) · Cited by 33 · see citing works
Gaming personality and game dynamics in online discussion instructions
Tu, C., Yen, C., Sujo-Montes, L. E., & Roberts, G. A. (2015) · Educational Media International · doi:10.1080/09523987.2015.1075099 · Cited by 30 · cited 20× · see citing works
“…to behavioral and motivational (Attali & Arieli-Attali, 2015; Barrio et al., 2015; Boticki et al., 2015; Christy & Fox, 2014; Davis & Klein, 2015; Hakulinen et al., 2015; Landers & Landers, 2015; Long & Aleven, 2014; Pedro et al., 2015a; Tu et al., 2015; Tvarozek & Brza, 2014) 2 elements 8 (16”
InfluentialA playful affordances model for gameful learning
Songer, R. W., & Miyata, K. (2014) · Ninth International Conference on Technological Ecosystems for Enhancing Multiculturality (TEEM'21) · doi:10.1145/2669711.2669901 · Cited by 29 · cited 2× · see citing works
“Songer and Miyata (2014) propose to deviate from using simple game elements often found in gamification approaches and move to a “ gameful ” experience that fosters intrinsic motivation of players.”
Gamification of Higher Education by the Example of Course of Research Methods
Sillaots, M. (2014) · Lecture notes in computer science · doi:10.1007/978-3-319-09635-3_11 · Cited by 27 · cited 18× · see citing works
“…results show medium effect size and low R squared values (Codish & Ravid, 2015) Limited sample size and context (acknowledged by the authors) (Sillaots, 2014) Small population size (28 students) (Simoes et al., 2015) Small population size (26 students); Single survey based on homework…”
InfluentialIdentifying Student Types in a Gamified Learning Experience
Barata, G., Gama, S. P., Jorge, J. A., et al. (2014) · International Journal of Game-Based Learning · doi:10.4018/ijgbl.2014100102 · Cited by 25 · cited 14× · see citing works
“(Amriani et al., 2014; Anderson et al., 2015; Barata et al., 2014; Codish & Ravid, 2014; Hanus & Fox, 2015; Hew et al., 2016; Lambruschini & Pizarro, 2015; Laskowski & Badurowicz, 2014; Latulipe et al., 2015; Lehtonen et al., 2015; Nevin et al., 2014; Pedro et al., 2015b; Sillaots, 2015; Smith et…”
Influential(2015) · International Conference on Information Systems · Cited by 25 · see citing works
Gamification of politics : start a new game!
Mahnič, N. (2014) · Teorija in praksa · Cited by 25 · see citing works
Knutas, A., Ikonen, J., Maggiorini, D., Ripamonti, L. A., & Porras, J. (2014) · International Conference on Computer Systems and Technologies (CompSysTech) · doi:10.1145/2659532.2659612 · Cited by 24 · cited 15× · see citing works
“, 2015; Long & Aleven, 2014; Tvarozek & Brza, 2014) Collaboration/discussions/ social interactions 4 (8%) (Knutas et al., 2014; Knutas et al., 2014; Shi et al., 2014; Smith et al., 2014)”
InfluentialGamifìed E-Learning model based on Community of Inquiry
Utomo, A. Y., Amriani, A., Aji, A. F., Wahidah, F. R. N., & Junus, K. M. (2014) · International Conference on Advanced Computer Science and Information Systems · doi:10.1109/icacsis.2014.7065830 · Cited by 23 · see citing works
An Iterative, Multidisciplinary Approach to Studying Digital Play Motivation
Herodotou, C., Winters, N., & Kambouri, M. A. (2014) · Games and Culture · doi:10.1177/1555412014557633 · Cited by 23 · see citing works
Gamification in higher education: A case study
Laskowski, M., & Badurowicz, M. (2014) · RePEc: Research Papers in Economics · doi:10.13140/2.1.3311.9046 · Cited by 22 · see citing works
Preface: IBM POWER8 technology
Pattnaik, P., Moreira, J. E., & Victor, D. W. (2015) · IBM Journal of Research and Development · doi:10.1147/jrd.2014.2374271 · Cited by 22 · see citing works
Facilitating Programming Success in Data Science Courses through Gamified Scaffolding and Learn2Mine
Anderson, P. E., Nash, T., & McCauley, R. A. (2015) · ACM Conference on Innovation and Technology in Computer Science Education (ITiCSE) · doi:10.1145/2729094.2742597 · Cited by 18 · cited 6× · see citing works
“(Amriani et al., 2014; Anderson et al., 2015; Barata et al., 2014; Codish & Ravid, 2014; Hanus & Fox, 2015; Hew et al., 2016; Lambruschini & Pizarro, 2015; Laskowski & Badurowicz, 2014; Latulipe et al., 2015; Lehtonen et al., 2015; Nevin et al., 2014; Pedro et al., 2015b; Sillaots, 2015; Smith et…”
InfluentialBadges and XP: An observational study about learning
Paiva, R., Barbosa, A., Batista, E., Pimentel, D., & Bittencourt, I. I. (2015) · IEEE Frontiers in Education Conference (FIE) · doi:10.1109/fie.2015.7344074 · Cited by 18 · cited 17× · see citing works
“Table 2 Distribution of papers among subjects of studies Subjects Nu (%) Papers CS/IT 20 (39%) (Amriani, Aji, Utomo, Wahidah, & Junus, 2014 ; Anderson, Nash, & McCauley, 2015; Auvinen, Hakulinen, & Malmi, 2015; Bernik, Bubaš, & Radošević, 2015; Codish & Ravid, 2014; Codish & Ravid, 2015; Hakulinen, Auvinen, & Korhonen…”
InfluentialInteraction and Reflection with Quantified Self and Gamification: an Experimental Study
Morschheuser, B., Rivera-Pelayo, V., Mazarakis, A., et al. (2014) · Cited by 18 · see citing works
Tech — Gamification in university engineering education: Captivating students, generating knowledge
Lambruschini, B. B., & Pizarro, W. G. (2015) · International Conference on Computer Science & Education (ICCSE) · doi:10.1109/iccse.2015.7250259 · Cited by 17 · cited 7× · see citing works
“This category includes studies of employing gamification in audience response systems (Barrio et al., 2015; Pettit et al., 2015), in mobile learning systems (Su & Cheng, 2015), in Learning Management Systems (Lambruschini & Pizarro, 2015) and in MOOCs (Chang & Wei, 2015).”
InfluentialInvestigating High School Students' Perceptions of Digital Badges in Afterschool Learning
Davis, K. S., & Klein, E. (2015) · doi:10.1145/2702123.2702413 · Cited by 16 · cited 12× · see citing works
“…elements are linked to behavioral and motivational (Attali & Arieli-Attali, 2015; Barrio et al., 2015; Boticki et al., 2015; Christy & Fox, 2014; Davis & Klein, 2015; Hakulinen et al., 2015; Landers & Landers, 2015; Long & Aleven, 2014; Pedro et al., 2015a; Tu et al., 2015; Tvarozek & Brza,…”
InfluentialPlanning for success: how students use a grade prediction tool to win their classes
Holman, C., Aguilar, S. J., Levick, A., Stern, J., Plummer, B., & Fishman, B. (2015) · Proceedings of the Fifth International Conference on Learning Analytics And Knowledge · doi:10.1145/2723576.2723632 · Cited by 16 · cited 18× · see citing works
“In sharp contrast, gamification experiments targeting activities related to disciplines from humanity and social sciences are extremely limited, with only one example (Holman et al., 2015) touching this subject.”
InfluentialA Pilot Study of the Influence of Gamification on the Effectiveness of an e-Learning Course
Bernik, A., & Bubaš, G. (2015) · Cited by 15 · see citing works
Problems and Possibilities of Gamifying Learning: A Conceptual Review
Gerber, H. R. (2014) · Internet learning · doi:10.18278/il.3.2.4 · Cited by 13 · cited 1× · see citing works
“In addition to the gamification works with theoretical, conceptual or methodological orientation, five literature reviews (Borges, Durelli, Reis, & Isotani, 2014; Caponetto et al., 2014; Dicheva & Dichev, 2015; Faiella & Ricciardi, 2015; Gerber, 2014) have been published over the last two years.”
Gamification and the Trough of Disillusionment
Broer, J. (2014) · Mensch & Computer 2014 - Workshopband · doi:10.1524/9783110344509.389 · Cited by 13 · cited 1× · see citing works
“This controversy is reflected also in some scientific studies of gamification, which show that its effect on motivation or participation is lower than the expectations created by the hype (Broer, 2014).”
Smith, E., Herbert, J., Kavanagh, L., et al. (2013) · Cited by 12 · see citing works
Gamification of Higher Education by the Example of Computer Games Course
Sillaots, M. (2015) · Cited by 10 · see citing works
An Experiment to Assess Students’ Engagement in a Gamified Social Learning Environment
Simões, J. M. D. A. P., Mateus, S., Redondo, R. P. D., et al. (2015) · doi:10.13140/rg.2.1.2384.0488 · Cited by 7 · see citing works
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4 of the 88 references couldn’t be matched to a known paper.
Research works printed but not linked: 4
- 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.
- 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.
- 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.
- 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
The gamification of learning: a meta-analysis
Sailer, M., & Homner, L. (2020) · Educational Psychology Review · doi:10.1007/s10648-019-09498-w · Cited by 1,458 · see citing works
“Because studies in the context of gamification have often lacked methodological rigor (Dicheva and Dichev 2015, 2017), we included methodological factors to account for possible differences in methodological study design and rigor across primary studies.”
BackgroundKrath, J., Schürmann, L., & von Korflesch, H. F. O. (2021) · Computers in Human Behavior · doi:10.1016/j.chb.2021.106963 · Cited by 1,126 · see citing works
Bai, S., Hew, K. F., & Huang, B. (2020) · Educational Research Review · doi:10.1016/j.edurev.2020.100322 · Cited by 689 · see citing works
Gamification of health professions education: a systematic review
van Gaalen, A. E. J., Brouwer, J., Schönrock-Adema, J., Bouwkamp-Timmer, T., Jaarsma, A. D. C., & Georgiadis, J. R. (2021) · Advances in Health Sciences Education · doi:10.1007/s10459-020-10000-3 · Cited by 625 · see citing works
“In doing so, we added a new perspective to existing reviews on gamification in higher (Caponetto et al. 2014; De Sousa Borges et al. 2014; Dichev and Dicheva 2017; Dicheva et al. 2015; Faiella and Ricciardi 2015; Nah et al. 2014; Subhash and Cudney 2018) and health professions education (Gentry et…”
BackgroundSmiderle, R., Rigo, S. J., Marques, L. B., Peçanha de Miranda Coelho, J. A., & Jaques, P. A. (2020) · Smart Learning Environments · doi:10.1186/s40561-019-0098-x · Cited by 502 · see citing works
“Gamification of education is a strategy for increasing engagement by incorporating game elements into an educational environment (Dichev and Dicheva 2017).”
BackgroundInfluentialGamification applications in E-learning: a literature review
Saleem, A. N., Noori, N. M., & Ozdamli, F. (2022) · Technology, Knowledge and Learning · doi:10.1007/s10758-020-09487-x · Cited by 478 · see citing works
Computer-based technology and student engagement: a critical review of the literature
Schindler, L. A., Burkholder, G. J., Morad, O. A., & Marsh, C. (2017) · International Journal of Educational Technology in Higher Education · doi:10.1186/s41239-017-0063-0 · Cited by 475 · see citing works
“As a result, positive student engagement findings may be attributed to a “novelty effect” (Dichev & Dicheva, 2017) associated with using a new technology.”
BackgroundComparing success and engagement in gamified learning experiences via Kahoot and Quizizz
Orhan Göksün, D., & Gürsoy, G. (2019) · Computers & Education · doi:10.1016/j.compedu.2019.02.015 · Cited by 418 · see citing works
Gamification of e-learning in higher education: a systematic literature review
Khaldi, A., Bouzidi, R., & Nader, F. (2023) · Smart Learning Environments · doi:10.1186/s40561-023-00227-z · Cited by 575 · see citing works
“…back-ward snowballing search to identify further relevant studies by scanning and searching the references of papers marked as potentially relevant (Dichev & Dicheva, 2017; Mora et al., 2017; Gari & Radermacher, 2018; Khalil et al., 2018; Ozdamli, 2018; Subhash & Cudney, 2018; da Silva et al.,…”
BackgroundResultInfluentialHuang, B., Hew, K. F., & Lo, C. K. (2019) · Interactive Learning Environments · doi:10.1080/10494820.2018.1495653 · Cited by 406 · see citing works
“A recent review by Dichev and Dicheva (2017) analyzed 51 empirical studies of gami fi cation in education.”
MethodLegaki, N.-Z., Xi, N., Hamari, J., Karpouzis, K. C., & Assimakopoulos, V. (2020) · International Journal of Human-Computer Studies · doi:10.1016/j.ijhcs.2020.102496 · Cited by 385 · see citing works
“…on the impact of gami fi cation, independently of the application domain or used gami fi ed strategy (Buckley and Doyle, 2017; Caponetto et al., 2014; Dichev and Dicheva, 2017; Dicheva et al., 2015; Hanus and Fox, 2015; Koivisto and Hamari, 2019; Lambruschini and Pizarro, 2015; Landers et al., 2018;…”
InfluentialLo, C. K., & Hew, K. F. (2018) · Interactive Learning Environments · doi:10.1080/10494820.2018.1541910 · Cited by 342 · see citing works
“Although there has been an increasing use of gami fi - cation in education to increase students ’ motivation, very few studies have been conducted in a fl ipped learning environment (see Dichev & Dicheva, 2017 for a review).”
BackgroundGamification in Action: Theoretical and Practical Considerations for Medical Educators
Rutledge, C., Walsh, C. M., Swinger, N., Auerbach, M. A., Castro, D., Dewan, M. L., Khattab, M. G., Rake, A. J., Harwayne‐Gidansky, I., Raymond, T. T., et al. (2018) · Academic Medicine · doi:10.1097/acm.0000000000002183 · Cited by 254 · see citing works
Analysing gamification elements in educational environments using an existing Gamification taxonomy
Toda, A. M., Klock, A. C. T., Oliveira, W., Palomino, P. T., Rodrigues, L., Shi, L., Bittencourt, I., Gasparini, I., Isotani, S., & Cristea, A. I. (2019) · Smart Learning Environments · doi:10.1186/s40561-019-0106-1 · Cited by 320 · see citing works
“Finally, Stats is also presented in almost all educational environments, the lack of information makes the learner feel disoriented (Dignan 2011).”
BackgroundMethodInfluentialGamification and online consumer decisions: Is the game over?
Tobón, S., Ruiz-Alba, J., & de Madariaga, J. G. (2019) · Decision Support Systems · doi:10.1016/j.dss.2019.113167 · Cited by 244 · see citing works
Benefits of gamification in medical education
Krishnamurthy, K., Selvaraj, N., Gupta, P., Cyriac, B., Dhurairaj, P., Abdullah, A., Krishnapillai, A. D. S., Lugova, H., Haque, M., Xie, S., et al. (2022) · Clinical Anatomy · doi:10.1002/ca.23916 · Cited by 269 · see citing works
Dahalan, F., Alias, N., & Shaharom, M. S. N. (2023) · Education and Information Technologies · doi:10.1007/s10639-022-11548-w · Cited by 344 · see citing works
“However, designing successful gamification applications in education that influence positive behaviour changes is still a riddle (Dichev & Dicheva, 2017).”
Gamification of in‐class activities in flipped classroom lectures
Sailer, M., & Sailer, M. (2021) · British Journal of Educational Technology · doi:10.1111/bjet.12948 · Cited by 234 · see citing works
Engaging Students in the Learning Process with Game-Based Learning: The Fundamental Concepts
Adipat, S., Laksana, K., Busayanon, K., Ausawasowan, A., & Adipat, B. (2021) · International Journal of Technology in Education · doi:10.46328/ijte.169 · Cited by 221 · see citing works
“Nowadays, almost all students can afford a tablet or a laptop in class, thereby enabling the employment of widespread digital game-based learning (Dichev & Dicheva, 2017).”
BackgroundMethodLi, M., Ma, S., & Shi, Y. (2023) · Frontiers in Psychology · doi:10.3389/fpsyg.2023.1253549 · Cited by 439 · see citing works
“Academic performance, motivation, and engagement are frequently utilized outcome measures in gamification research (Dichev and Dicheva, 2017; Zainuddin et al., 2020; Rivera and Garden, 2021).”
BackgroundGamification as Online Teaching Strategy During COVID-19: A Mini-Review
Nieto-Escámez, F. A., & Roldán-Tapia, L. (2021) · Frontiers in Psychology · doi:10.3389/fpsyg.2021.648552 · Cited by 204 · see citing works
Christopoulos, A., & Mystakidis, S. (2023) · Encyclopedia · doi:10.3390/encyclopedia3040089 · Cited by 297 · see citing works
Gamification for student engagement: a framework
Rivera, E. S., & Garden, C. L. P. (2021) · Journal of Further and Higher Education · doi:10.1080/0309877x.2021.1875201 · Cited by 256 · see citing works
“Dichev and Dicheva (2017) find that points, badges, levels, leader boards and progress bars are the most common game elements used in educational contexts and propose that this is because of the familiarity of practitioners with traditional assessment models, and their ease of implementation.”
BackgroundMethodInfluentialGamification and physical education. Viability and preliminary views from students and teachers
Fernández-Río, J., Heras, E. P. D. L., González, T., Trillo, V., & Palomares, J. (2020) · Physical Education and Sport Pedagogy · doi:10.1080/17408989.2020.1743253 · Cited by 160 · see citing works
Férriz-Valero, A., Østerlie, O., Martínez, S. G., & García-Jaén, M. (2020) · International Journal of Environmental Research and Public Health · doi:10.3390/ijerph17124465 · Cited by 179 · see citing works
“Gamification, an innovative solution inspired by the idea of the use of recreational elements applied in non-recreational contexts [5,9], has been integrated into an educational context from the moment such elements and recreational experiences became part of the design and planning of the educational process [10,11].”
BackgroundAdaptive gamification in E‐learning: A literature review and future challenges
Bennani, S., Maalel, A., & Ghézala, H. B. (2021) · Computer Applications in Engineering Education · doi:10.1002/cae.22477 · Cited by 198 · see citing works
“Some research papers were limited by the number of studies included: Thiebes et al. [89] limited their analysis to 26 studies; only 36 studies were included in [22] and 63 studies were reviewed by [21].”
BackgroundRodrigues, L., Pereira, F. D., Toda, A. M., Palomino, P. T., Pessoa, M., de Carvalho, L. S. G., Fernandes, D., Oliveira, E., Cristea, A. I., & Isotani, S. (2022) · International Journal of Educational Technology in Higher Education · doi:10.1186/s41239-021-00314-6 · Cited by 217 · see citing works
“Indeed, gamification studies are often criticized, due to lack of methodological rigor Hamari et al. (2014); Dichev and Dicheva (2017).”
BackgroundTowards a motivational design? Connecting gamification user types and online learning activities
Bovermann, K., & Bastiaens, T. J. (2020) · Research and Practice in Technology Enhanced Learning · doi:10.1186/s41039-019-0121-4 · Cited by 156 · see citing works
“However, the existing findings are still mixed and tend to be dependent on the context, population, or design (Dichev & Dicheva 2017).”
BackgroundA systematic review of the use of gamification in flipped learning
Ekici, M. (2021) · Education and Information Technologies · doi:10.1007/s10639-020-10394-y · Cited by 160 · see citing works
The Shift to Gamification in Education: A Review on Dominant Issues
Ofosu‐Ampong, K. (2020) · Journal of Educational Technology Systems · doi:10.1177/0047239520917629 · Cited by 142 · see citing works
Una revisión sistemática sobre gamificación, motivación y aprendizaje en universitarios
Andreu, J. M. P. (2019) · Teoría de la Educación Revista Interuniversitaria · doi:10.14201/teri.20625 · Cited by 142 · see citing works
Chen, C., Li, M.-C., & Chen, T.-C. (2019) · Computers & Education · doi:10.1016/j.compedu.2019.103697 · Cited by 141 · see citing works
Bovermann, K., Weidlich, J., & Bastiaens, T. (2018) · International Journal of Educational Technology in Higher Education · doi:10.1186/s41239-018-0107-0 · Cited by 139 · see citing works
“Different results were also found in the application of the same type of game elements regarding motivation, engagement, or learning performance (Dichev & Dicheva, 2017; Nacke & Deterding, 2017).”
BackgroundResultInfluentialA Taxonomy of Game Elements for Gamification in Educational Contexts: Proposal and Evaluation
Toda, A. M., Cristea, A. I., Oliveira, W., Klock, A. C. T., Palomino, P. T., Pimenta, M. S., Gasparini, I., Shi, L., Bittencourt, I. I., & Isotani, S. (2019) · IEEE International Conference on Advanced Learning Technologies (ICALT) · doi:10.1109/icalt.2019.00028 · Cited by 139 · see citing works
Wannapiroon, N., & Pimdee, P. (2022) · Education and Information Technologies · doi:10.1007/s10639-021-10849-w · Cited by 138 · see citing works
“Other studies have also stated that gamification can be a tool for optimizing learning, behavioral change reinforcement, and a socialization mechanism (Krause et al., 2015; Dichev & Dicheva, 2017).”
BackgroundXu, J. H., Lio, A., Dhaliwal, H., Andrei, S., Balakrishnan, S., Nagani, U., & Samadder, S. (2021) · Journal of Affective Disorders · doi:10.1016/j.jad.2021.06.070 · Cited by 151 · see citing works
Using gamification to support learning in K‐12 education: A systematic literature review
Dehghanzadeh, H., Farrokhnia, M., Dehghanzadeh, H., Taghipour, K., & Noroozi, O. (2023) · British Journal of Educational Technology · doi:10.1111/bjet.13335 · Cited by 193 · see citing works
Toda, A. M., do Carmo, R. M. C., da Silva, A. P., Bittencourt, I. I., & Isotani, S. (2018) · International Journal of Information Management · doi:10.1016/j.ijinfomgt.2018.10.001 · Cited by 125 · see citing works
Azzouz Boudadi, N., & Gutiérrez-Colón, M. (2020) · The EuroCALL Review · doi:10.4995/eurocall.2020.12974 · Cited by 124 · see citing works
“…of Gamification, some researchers also detected little evidence supporting positive effects on both psychological states and cognitive processes, and focussed their work on finding out more about its long-term effects on learning (Dichev & Dicheva, 2017; Hew, et al. 2016; Severengiz, et al., 2018).”
BackgroundKaya, O. S., & Ercag, E. (2023) · Education and Information Technologies · doi:10.1007/s10639-023-11585-z · Cited by 121 · see citing works
“It is surmised that employing games in the learning frameworks can positively affect the motivation of individuals (Dichev & Dicheva, 2017; Shernoff & Hoog-stra, 2001).”
BackgroundPalomino, M. C. P. (2021) · Revista de Investigación Educativa · doi:10.6018/rie.419481 · Cited by 150 · see citing works
Zeng, J., Sun, D., Looi, C., & Fan, A. C. W. (2024) · British Journal of Educational Technology · doi:10.1111/bjet.13471 · Cited by 241 · see citing works
Gamification in engineering education – An empirical assessment on learning and game performance
Díaz-Ramírez, J. (2020) · Heliyon · doi:10.1016/j.heliyon.2020.e04972 · Cited by 134 · see citing works
Equitable and Inclusive Practices Designed to Reduce Equity Gaps in Undergraduate Chemistry Courses
White, K. N., Vincent-Layton, K., & Villarreal, B. J. (2020) · Journal of Chemical Education · doi:10.1021/acs.jchemed.0c01094 · Cited by 115 · see citing works
Gamification during Covid-19: Promoting active learning and motivation in higher education
Rincón-Flores, E. G., & Santos-Guevara, B. N. (2021) · Australasian Journal of Educational Technology · doi:10.14742/ajet.7157 · Cited by 111 · see citing works
“The student also develops transversal competencies and attitudes through gamification, such as collaboration, self-regulated learning, and creativity (Caponeto et al., 2014; Dichev & Dicheva, 2017).”
BackgroundBakhanova, E., Garcia, J., Raffe, W. L., & Voinov, A. (2020) · Environmental Modelling & Software · doi:10.1016/j.envsoft.2020.104846 · Cited by 79 · see citing works
A Bibliometric Analysis of Gamification Research
Trinidad, M., Ruiz, M., & Calderón, A. (2021) · IEEE Access · doi:10.1109/access.2021.3063986 · Cited by 118 · see citing works
“The exploration of the educational applications of gamification along this historiography is closed with a mapping study published in 2017, reviewing the literature to summarize the existing knowledge and the future prospects of using gamification in education [99].”
BackgroundNadi-Ravandi, S., & Batooli, Z. (2022) · Education and Information Technologies · doi:10.1007/s10639-022-11048-x · Cited by 113 · see citing works
“In fact, this is important whether the effects of gamification last long time or not (Dichev & Dicheva, 2017; Hamari et al., 2014; Seaborn & Fels, 2015).”
BackgroundTeaching Presence in Online Gamified Education for Sustainability Learning
Mahmud, S. N. D., Husnin, H. B., & Soh, T. M. T. (2020) · Sustainability · doi:10.3390/su12093801 · Cited by 98 · see citing works
“Drawing from the literature, game elements can be categorised into a few categories such as surface elements, underlying dynamics, and game experience [14].”
BackgroundInfluentialA systematic evaluation of game elements effects on students’ motivation
Leitão, R., Maguire, M. C., Turner, S., & Guimarães, L. (2021) · Education and Information Technologies · doi:10.1007/s10639-021-10651-8 · Cited by 99 · see citing works
Learning in immersed collaborative virtual environments: design and implementation
de Back, T. T., Tinga, A. M., & Louwerse, M. M. (2021) · Interactive Learning Environments · doi:10.1080/10494820.2021.2006238 · Cited by 114 · see citing works
“A prominent reason for the use of gami fi cation is its ability to increase motivation, which is predictive of performance (Dichev & Dicheva, 2017).”
BackgroundBai, S., Hew, K. F., Sailer, M., & Jia, C. (2021) · Computers & Education · doi:10.1016/j.compedu.2021.104297 · Cited by 109 · see citing works
Gamification in Management Education: A Systematic Literature Review
Silva, R., Rodrigues, R. G., & Leal, C. T. P. (2019) · BAR - Brazilian Administration Review · doi:10.1590/1807-7692bar2019180103 · Cited by 107 · see citing works
Gamificación, motivación y rendimiento en educación: Una revisión sistemática
Andreu, J. M. P., Gómez-Escalonilla-Torrijos, J. D., & Said-Hung, E. M. (2021) · Revista Electrónica Educare · doi:10.15359/ree.26-1.14 · Cited by 108 · see citing works
Lorenzo-Álvarez, R., Rudolphi‐Solero, T., Ruiz-Gomez, M. J., & Sendra‐Portero, F. (2019) · Anatomical Sciences Education · doi:10.1002/ase.1927 · Cited by 95 · see citing works
“Its application to a learning activity increases learner engagement, motivation, retention, and even the ability to solve problems (Brigham, 2015; Dichev and Dicheva, 2017; van Roy and Zaman, 2017), providing students with a sense of accomplishment and progress (Brigham, 2015).”
BackgroundAsigigan, S. İ., & Samur, Y. (2021) · International Journal of Education in Mathematics Science and Technology · doi:10.46328/ijemst.1157 · Cited by 93 · see citing works
“The aim of the gamification is to help students learn and practice in a fun way, to increase their motivation, participation (Dichev & Dicheva, 2017) and to improve their performance while having fun (Mert & Samur, 2018) and providing more positive feedback (Muntean, 2011) compared to traditional…”
BackgroundQuintás, A., Bustamante, J. C., de la Fuente, F. P., & Otín, C. C. (2020) · Computers & Education · doi:10.1016/j.compedu.2020.103874 · Cited by 97 · see citing works
Serious games in management education: An acceptance analysis
López, F. R., Arias-Oliva, M., Borondo, J. P., & Marín-Vinuesa, L. M. (2021) · The International Journal of Management Education · doi:10.1016/j.ijme.2021.100517 · Cited by 96 · see citing works
“Among the new emerging methods, the use of gamification is on the rise (e.g., Papert, 1990; Said, Roos & Statler, 2001; Kampker, Deutskens, Deutschmann, Maue, & Haunreiter, 2014; Al-Azawi, Al-Faliti, & Al-Blushi, 2016; Dichev & y Dicheva, 2017).”
Effectiveness of Gamification Elements in Blended Learning Environments
MESE, C., & DURSUN, O. O. (2019) · Turkish Online Journal of Distance Education · doi:10.17718/tojde.601914 · Cited by 83 · see citing works
“Gamification Growing of gamification, both in practice and in the field of research (Dichev & Dicheva, 2017, is defined by researchers in different ways (Deterding et al., 2011; Marczewski, 2015; Werbach & Hunter, 2012; Zichermann & Cunningham, 2011).”
BackgroundEscape ClassRoom: Can You Solve a Crime Using the Analytical Process?
Ferreiro-González, M., Amores-Arrocha, A., Espada-Bellido, E., Aliaño-Gonzalez, M. J., Vázquez-Espinosa, M., González-de-Peredo, A. V., Sancho-Galán, P., Álvarez-Saura, J. Á., Barbero, G. F., & Cejudo-Bastante, C. (2019) · Journal of Chemical Education · doi:10.1021/acs.jchemed.8b00601 · Cited by 88 · see citing works
Spielerische Ansätze in Prävention und Gesundheitsförderung: Serious Games und Gamification
Tolks, D., Lampert, C., Dadaczynski, K., Maslon, E., Paulus, P., & Sailer, M. (2020) · Bundesgesundheitsblatt - Gesundheitsforschung - Gesundheitsschutz · doi:10.1007/s00103-020-03156-1 · Cited by 83 · see citing works
“Auch allgemein im Bildungsbereich und speziell in der Metaanalyse zeigt sich ein hoher Anteil an Untersuchungen mit geringer bis moderater Studienqualität [17, 49].”
BackgroundMobile-assisted and gamification-based language learning: a systematic literature review
Ishaq, K., Zin, N. A. M., Rosdi, F., Jehanghir, M., Ishaq, S., & Abid, A. (2021) · PeerJ Computer Science · doi:10.7717/peerj-cs.496 · Cited by 86 · see citing works
Rincón-Flores, E. G., Mena, J., & López-Camacho, E. (2022) · Education Sciences · doi:10.3390/educsci12010049 · Cited by 106 · see citing works
“Gamification includes elements and experiences of games in the design of learning processes (of any area of study) with the purpose of engaging, motivating, and improving learning, as well as developing and strengthening transversal skills such as collaboration, self-regulation of learning, and creativity [22,23].”
BackgroundA ROS-Based Open Tool for Intelligent Robotics Education
Cañas, J. M., Perdices, E., Pérez, L. G., & Fernández-Conde, J. (2020) · Applied Sciences · doi:10.3390/app10217419 · Cited by 85 · see citing works
“They provide instant feedback for students and allow gamified educative approaches [53].”
BackgroundNarrative for Gamification in Education: Why Should you Care?
Palomino, P. T., Toda, A. M., Oliveira, W., et al. (2019) · IEEE International Conference on Advanced Learning Technologies (ICALT) · doi:10.1109/icalt.2019.00035 · Cited by 76 · see citing works
“Concerning the gamification educational potential, the process has been achieving positive results [1], [3], [4], when used concomitantly with traditional methodologies or as a complement to virtual applications.”
MethodBalci, S., Secaur, J. M., & Morris, B. J. (2022) · Education and Information Technologies · doi:10.1007/s10639-022-10983-z · Cited by 74 · see citing works
“An online class could be gamified in various ways, and our way of implementation of gamification tools in the online classes chosen for this study might have fallen short of creating the conditions to reveal their effectiveness (Dichev & Dicheva, 2017; Sailer et al., 2017).”
BackgroundMethodInfluentialRevealing the hotspots of educational gamification: An umbrella review
Metwally, A. H. S., Nacke, L. E., Chang, M., Wang, Y., & Yousef, A. M. F. (2021) · International Journal of Educational Research · doi:10.1016/j.ijer.2021.101832 · Cited by 74 · see citing works
Mazarakis, A., & Bräuer, P. (2022) · International Journal of Human-Computer Interaction · doi:10.1080/10447318.2022.2041909 · Cited by 71 · see citing works
“Various studies have already shown that gamification has in general a motivating effect (Dichev & Dicheva, 2017; Hamari et al., 2014).”
BackgroundPersonalized gamification: A literature review of outcomes, experiments, and approaches
Rodrigues, L., Toda, A. M., Palomino, P. T., Oliveira, W., & Isotani, S. (2020) · Ninth International Conference on Technological Ecosystems for Enhancing Multiculturality (TEEM'21) · doi:10.1145/3434780.3436665 · Cited by 73 · see citing works
The impact of Exergames on emotional experience: a systematic review
Marques, L. M., Uchida, P. M., & Barbosa, S. P. (2023) · Frontiers in Public Health · doi:10.3389/fpubh.2023.1209520 · Cited by 70 · see citing works
“Also, games can be designed to provide educational content, making it easier for individuals to understand health concepts and apply them in their daily lives (14).”
BackgroundSamala, A. D., Rawas, S., Criollo-C, S., Bojić, L., Prasetya, F., Ranuharja, F., & Marta, R. (2024) · SN Computer Science · doi:10.1007/s42979-024-03538-1 · Cited by 85 · see citing works
Gamification in education and training: A literature review
Triantafyllou, S. A., Georgiadis, C. K., & Sapounidis, T. (2025) · International Review of Education · doi:10.1007/s11159-024-10111-8 · Cited by 127 · see citing works
Systematic literature review about gamification in MOOCs
Jarnac de Freitas, M., & Mira da Silva, M. (2023) · Open Learning The Journal of Open Distance and e-Learning · doi:10.1080/02680513.2020.1798221 · Cited by 63 · see citing works
“In a subsequent critical review, Dichev and Dicheva (2017) reported that the use of gamification in education studies lacks a theoretical background.”
BackgroundThomas, N. J., & Baral, R. (2022) · The International Journal of Management Education · doi:10.1016/j.ijme.2022.100718 · Cited by 70 · see citing works
Emerging trends in gamification for clinical reasoning education: a scoping review
Lee, C.-Y., Lee, C.-H., Lai, H.-Y., Chen, P.-J., Chen, M.-M., & Yau, S.-Y. (2025) · BMC Medical Education · doi:10.1186/s12909-025-07044-7 · Cited by 60 · see citing works
“…innovation into a rigorously evidence-based strategy for enhancing clinical reasoning competence in healthcare education. time and financial investment for initial development; and variability in efficacy, as gamified approaches differ widely in design, execution, and educational impact [1, 28].”
An Analysis of Game Design Elements Used in Digital Game-Based Language Learning
Govender, T., & Arnedo-Moreno, J. (2021) · Sustainability · doi:10.3390/su13126679 · Cited by 71 · see citing works
“General literature reviews on gameful approaches to education such as Boyle [24] and Dichev [25] revealed low percentages for language education studies (3.1% and 8%, respectively).”
BackgroundInfluentialSotos-Martínez, V. J., Férriz-Valero, A., Martínez, S. G., & Tortosa‐Martínez, J. (2022) · Physical Education and Sport Pedagogy · doi:10.1080/17408989.2022.2039611 · Cited by 86 · see citing works
“Gami fi cation has already been widely used in other disciplines such as marketing, healthcare, human resources, training, environmental protection and well-being (Dichev and Dicheva 2017), or other curricular and academic fi elds such as higher education (Dicheva et al. 2015).”
Bachiri, Y.-A., Mouncif, H., & Bouikhalene, B. (2023) · International Journal of Engineering Pedagogy (iJEP) · doi:10.3991/ijep.v13i8.40853 · Cited by 59 · see citing works
Gamification and entrepreneurial intentions
Ruiz-Alba, J., Soares, A., Molina, M. Á. R., & Banoun, A. (2019) · Journal of Small Business and Enterprise Development · doi:10.1108/jsbed-09-2018-0266 · Cited by 60 · see citing works
Brazilian and Spanish Mathematics Teachers’ Predispositions towards Gamification in STEAM Education
López, P., Rodrigues-Silva, J., & Alsina, ́. (2021) · Education Sciences · doi:10.3390/educsci11100618 · Cited by 58 · see citing works
“Although gamification is a relatively young topic, it is an increasing research interest topic [2,3].”
BackgroundPersonalization Improves Gamification
Rodrigues, L., Palomino, P. T., Toda, A. M., Klock, A. C. T., Oliveira, W., Avila-Santos, A. P., Gasparini, I., & Isotani, S. (2021) · Proceedings of the ACM on Human-Computer Interaction · doi:10.1145/3474714 · Cited by 65 · see citing works
“Common to most recommendations is that the game elements are to be defined based on a single criterion [32], whereas there is empirical evidence demonstrating multiple factors affect users’ preferences and, therefore, gamification success [19, 26, 31].”
BackgroundGamification is not Working: Why?
John, D., Hussin, N., Zaini, M. K., Helda, L. I., Ametefe, D. S., & Aliu, A. A. (2024) · Games and Culture · doi:10.1177/15554120241228125 · Cited by 67 · see citing works
“Its success fundamentally depends on a nuanced and calibrated integration of both extrinsic and intrinsic motivational factors, which of course is a factor of proper design (Dah et al., 2023; Dichev & Dicheva, 2017; Krath et al., 2021; Lieberoth, 2014; Nicholson, 2015; Sailer & Homner, 2020).”
InfluentialAn escape-room inspired game for genetics review
Brady, S. C., & Andersen, E. C. (2019) · Journal of Biological Education · doi:10.1080/00219266.2019.1703784 · Cited by 54 · see citing works
“Although the use of gami fi cation to improve learning outcomes has mixed results, proper implementation of game-based learning can increase student engagement and motivation (van Roy and Zaman 2017; Dichev and Dicheva 2017; Landers 2014; de Sousa Borges et al. 2014).”
BackgroundKabilan, M. K., Annamalai, N., & Chuah, K.-M. (2023) · Education and Information Technologies · doi:10.1007/s10639-023-11723-7 · Cited by 54 · see citing works
“…are used to increase learner motivation and engagement, as research in gamification has predominantly demonstrated a significant linkage between increased motivation, effort and time spent on a task and learning performance among students (Chans & Portuguez-Castro, 2021; Dichev & Dicheva, 2017).”
BackgroundAlenezi, A. (2023) · Information Technologies and Learning Tools · doi:10.33407/itlt.v97i5.5437 · Cited by 55 · see citing works
“Research by Dichev & Dicheva [18] demonstrates that AI-powered gamification can enhance students' problem-solving abilities, as well as promote higher student motivation and engagement.”
BackgroundGenerative AI and Gamification for Personalized Learning: Literature Review and Future Challenges
Abbes, F., Bennani, S., & Maalel, A. (2024) · SN Computer Science · doi:10.1007/s42979-024-03491-z · Cited by 53 · see citing works
“Dichev et al. [20] presents gamification as a systematic endeavour to render learning more immersive.”
Grabner-Hagen, M. M., & Kingsley, T. L. (2023) · Computers and Education Open · doi:10.1016/j.caeo.2023.100131 · Cited by 70 · see citing works
Review of Learning Tools for Effective Radiology Education During the COVID-19 Era
Chen, D., Ayoob, A. R., Desser, T. S., & Khurana, A. (2021) · Academic Radiology · doi:10.1016/j.acra.2021.10.006 · Cited by 52 · see citing works
“It helps prepare students for clinical practice through emphasizing problem-solving and clinical reasoning. c) Gami fi cation uses game design elements, such as point systems, leaderboards, badges, and rewards, in traditional nongame contexts (45,46).”
Taşkın, N., & Çakmak, E. K. (2022) · International Journal of Human-Computer Interaction · doi:10.1080/10447318.2022.2096190 · Cited by 63 · see citing works
“Although there are many studies in the literature pointing out the effect of gamification on increasing engagement, there are also studies that could not be observed effect despite the use of similar elements (Dehghanzadeh et al., 2021; Dichev & Dicheva, 2017).”
BackgroundThe effects of virtual reality on EFL learning: A meta-analysis
bin Qiu, X., Shan, C., Yao, J., & Fu, Q. K. (2023) · Education and Information Technologies · doi:10.1007/s10639-023-11738-0 · Cited by 54 · see citing works
“On the other hand, this conclusion supports some studies that found that the pedagogical benefits of game elements have not yet been scientifically confirmed (Dichev & Dicheva, 2017).”
Narrative and aesthetics as antecedents of perceived learning in serious games
Alexiou, A., Schippers, M., Oshri, I., & Angelopoulos, S. (2020) · Information Technology and People · doi:10.1108/itp-08-2019-0435 · Cited by 40 · see citing works
Effectiveness of Gamification in Flipped Learning
Gündüz, A. Y., & Akkoyunlu, B. (2020) · SAGE Open · doi:10.1177/2158244020979837 · Cited by 71 · see citing works
“This combination can be applied to almost any context (Dichev & Dicheva, 2017).”
BackgroundFernández‐Río, J., Zumajo-Flores, M., & Aguilar, G. F. (2021) · European Physical Education Review · doi:10.1177/1356336x211052883 · Cited by 68 · see citing works
“The intervention programme was based on previous studies on gamification (Dichev and Dicheva, 2017; Fernandez-Rio et al., 2020; Quintas et al., 2020), and it included the basic elements of gamification previously introduced (Werbach and Hunter, 2012).”
MethodWong, J. Y. H., Ko, J., Nam, S., Kwok, T. T.-O., Lam, S., Cheuk, J., Chan, M. M. K., Lam, V. S. F., Wong, G. T. C., Ng, Z. L. H., et al. (2022) · JMIR Serious Games · doi:10.2196/35269 · Cited by 52 · see citing works
“Indeed, the growing popularity of serious gaming in clinical education has been noted since 2010 [10,11].”
BackgroundZheng, H., Han, F., Huang, Y., Wu, Y., & Wu, X. (2025) · Education and Information Technologies · doi:10.1007/s10639-024-13299-2 · Cited by 72 · see citing works
“These finding suggests that e-learning designers should incorporate interactive and gamification elements to enhance user engagement (Dichev & Dicheva, 2017; Saleem et al., 2022).”
Nylén‐Eriksen, M., Stojiljkovic, M., Lillekroken, D., Lindeflaten, K., Hessevaagbakke, E., Flølo, T. N., Hovland, O. J., Solberg, A. S., Hansen, S., Bjørnnes, A. K., et al. (2025) · BMC Medical Education · doi:10.1186/s12909-024-06531-7 · Cited by 55 · see citing works
“The lack of a clear framework has led to subjectivity in defining SG and gamification [5, 10, 12, 13, 15, 17, 116].”
Calderón, A., Boubeta-Puig, J., & Ruiz, M. (2017) · Information and Software Technology · doi:10.1016/j.infsof.2017.11.009 · Cited by 51 · see citing works
An interdisciplinary perspective on gamification: Mechanics, psychological mediators and outcomes
Helmefalk, M. (2019) · International Journal of Serious Games · doi:10.17083/ijsg.v6i1.262 · Cited by 51 · see citing works
Mylonas, G., Paganelli, F., Cuffaro, G., Nesi, I., & Karantzis, D. (2021) · Journal of Ambient Intelligence and Humanized Computing · doi:10.1007/s12652-020-02838-7 · Cited by 50 · see citing works
Arias‐Calderón, M., Castro, J., & Gayol, S. (2022) · Frontiers in Psychology · doi:10.3389/fpsyg.2022.889975 · Cited by 50 · see citing works
“Using games in various educational contexts has been previously investigated, where positive results were obtained in terms of learning improvement (Dichev and Dicheva, 2017).”
Background
- 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
- Semantic Scholar
- 9eccfc54e7b125f3c3e044e0fca40c3e80dccbac
- 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
- diamond
- doi.org
- 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.
Cited sources are checked by gpt-6-sol.
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