Examining the effectiveness of gamification as a tool promoting teaching and learning in educational settings: a meta-analysis
Open accessAbstract
The integration of gamification into educational settings has gained recognition for its potential to boost student motivation, engagement, interest, and learning outcomes. Despite its popularity, research on gamification has produced mixed results regarding student learning outcomes. This meta-analysis aims to synthesize the existing empirical evidence on the effectiveness of gamification as a tool for promoting teaching and learning in educational settings. Forty-one studies with 49 independent samples involving more than 5,071 participants were included in our analysis. Results from random effects models showed an overall significant large effect size ( g = 0.822 [0.567 to 1.078]). The research performed the moderator analysis to scrutinize the effects of a number of factors on the relationship between gamification and student learning outcomes. The study uncovered significant moderating effects for user type, educational discipline, design principles for educational gamification, duration of “gameful” experience, and learning environment. However, measurement of student outcomes and publication type did not appear to have any significant moderating effect. Those findings hold important implications for improving and implementing gamification to promote teaching and learning in future research.
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Educational video games may complement traditional, less-engaging forms of instruction while providing adolescents opportunities to learn and practice vital skills.
“Educational video games may also complement traditional, less-engaging forms of instruction, while providing adolescents opportunities to learn and practice vital skills [50].”
From Health Benefits of Video Games in Adolescents and Young Adults (2026) · cites this paper as [50]
The Introduction (page unavailable) says game-based learning uses full-featured games to deliver skills or knowledge, and describes gamification as a way to improve engagement and learning. It distinguishes gamification from game-based learning, however, and does not establish that educational video games complement traditional instruction or provide adolescents specifically with opportunities to practice vital skills. (LLM, conf=0.84)
Experimental — accuracy not yet measuredGamified learning platforms can boost student motivation, engagement, interest, and learning outcomes.
“Gamified learning platforms represent a new way to democratize learning and education by boosting student motivation, engagement, interest, and learning outcomes [50].”
From Health Benefits of Video Games in Adolescents and Young Adults (2026) · cites this paper as [50]
The Introduction and Discussion support the potential for educational gamification to improve motivation, engagement, and learning outcomes. They do not establish increased student interest as an outcome, and the paper studies gamification across educational settings rather than gamified learning platforms specifically. The sentence’s democratization framing is not part of the quoted claim assessed here. (LLM, conf=0.84)
Experimental — accuracy not yet measured
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From Engagement to Achievement: How Gamification Impacts Academic Success in Higher Education
Mateos, M. B., Hernández, M. I. S., López, Ó. R. G., & Jiménez, J. L. T. (2025) · Education Sciences · doi:10.3390/educsci15081054 · Cited by 22 · see citing works
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Systemic Gamification Theory (SGT): A Holistic Model for Inclusive Gamified Digital Learning
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Digital Badges: A Pilot Study of Employer Perceptions
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The use of gamification for participatory smart city planning of Indonesia's new capital
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Virtual Reality as an Innovative Tool for Youth Mental Health
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Enhancing Motivation in Software Engineering Education through Gamified Agile Project-based Learning
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Challenges of Innovation Through Gamification in the Classroom
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Accessible American Sign Language Learning in Virtual Reality via Inverse Kinematics
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Validation of the Player Personality and Dynamics Scale
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Gamification for Transformative Learning
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Gamification Learning for Urban Educational Challenges
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The Virtual Stage: Virtual Reality Integration in Effective Speaking Courses
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Curious Games: Game Making, Hacking and Jamming as Critical Practice
Buckley, C. G., & Wake, P. (2025) · Behavioral Sciences · doi:10.3390/bs15101415 · Cited by 2 · see citing works
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Impact VR: Building Socioemotional Resilience in Youth with Conduct Disorder
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Supporting First-Year Chemistry Undergraduates in Data Analysis through a Gamified Excel Escape Room
Perry, S. C. (2026) · Journal of Chemical Education · doi:10.1021/acs.jchemed.5c01679 · Cited by 2 · see citing works
Syahfitri, J., Herlina, M., & Muntahanah, M. (2026) · European Journal of Educational Research · doi:10.12973/eu-jer.15.2.563 · Cited by 2 · see citing works
Digital Games in Education for Sustainable Development
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Impact of Gamified Problem Sheets in Seppo on Self-Regulation Skills
Opriș, E.-T., Zsoldos-Marchiş, I., & Egri, E. (2024) · Open Education Studies · doi:10.1515/edu-2024-0024 · Cited by 2 · see citing works
Design fit in gamified online programming learning environment
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Noble, E., Ask, T. F., & Knox, B. J. (2025) · IEEE Global Engineering Education Conference (EDUCON) · doi:10.1109/educon62633.2025.11016494 · Cited by 4 · see citing works
Developing a model to explain teacher effectiveness: the mediating role of gamification
Gejandran, P., & Abdullah, N. B. (2025) · Cogent Education · doi:10.1080/2331186x.2025.2521154 · Cited by 6 · see citing works
Health Benefits of Video Games in Adolescents and Young Adults
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“Educational video games may also complement traditional, less-engaging forms of instruction, while providing adolescents opportunities to learn and practice vital skills [50 ].”
Telmo, K. A., Alviola, K., Desamparado, J. J., Cabigan, J. N., Santiago, C. S., & Shimada, R. A. (2024) · Journal of interdisciplinary perspectives · doi:10.69569/jip.2024.0328 · Cited by 1 · see citing works
Incorporating User Experience in Designing a Gamified e-Learning System in Natural Science
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Al-Thani, N. J., Siby, N., Saad, A., Bhadra, J., Qahtani, N., Sellami, A., & Ahmad, Z. (2024) · Evaluation and Program Planning · doi:10.1016/j.evalprogplan.2024.102517 · Cited by 1 · see citing works
The use of gamification in teaching renal physiology
Júnior, M. C. P., Martins, R. B. O., Weyne, K. M. L. L., Nogueira, N. P. E., Lopes, E., Marques, G. F. O., & da Silva, L. P. (2024) · Revista Brasileira de Educação Médica · doi:10.1590/1981-5271v48.4-2024-0013.ing · Cited by 1 · see citing works
Using Gamification Techniques to Enhance Learning in Primary School
Koutsikou, A., & Αντωνόπουλος, Ν. (2024) · Advances in educational technologies and instructional design book series · doi:10.4018/979-8-3693-9806-7.ch008 · Cited by 1 · see citing works
Fawaid, A., Kholil, M., & Dewi, N. A. R. (2024) · Al-Fikru Jurnal Pendidikan Dan Sains · doi:10.55210/al-fikru.v5i2.1868 · Cited by 1 · see citing works
Gamification of Electrical Engineering Education: Development of an Educational VR Simulation
Selivorstova, T., Чудний, Т. Е., Kuznetsov, V. G., Kuznetsov, V., Коваленко, В., & Hubskyi, P. (2025) · Conference on Electrical Machines, Drives and Power Systems (ELMA) · doi:10.1109/elma65795.2025.11083446 · Cited by 1 · see citing works
The Application of Game-Based Learning in Saudi English Language Classrooms
Ali, Y., Ali, M. M., AlQurashi, I., Imran, M., & Ubaid, U. U. (2025) · International Journal of Game-Based Learning · doi:10.4018/ijgbl.387647 · Cited by 1 · see citing works
Anggraeni, L., Tanshzil, S. W., Paramitha, S. T., Putra, T. F., Azis, A. M., Firdaus, P., & Jermaina, N. (2025) · Salud Ciencia y Tecnología · doi:10.56294/saludcyt20252285 · Cited by 1 · see citing works
Adaptive Historical Education through Generative AI and Immersive Game Design
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Алдабергенова, А., & Yesseikyzy, U. (2025) · Bulletin of Zhetysu University named after I Zhansugurov · doi:10.53355/zhu.2025.116.3.004 · Cited by 1 · see citing works
User-Centered Gamification in Manufacturing: A Systematic Literature Review
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Shaping psychiatry education worldwide: lessons from the past and future directions
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MARKETING STRATEGIES FOR EDUCATIONAL SERVICES
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Exploring gender as a determinant of game element effectiveness
Koch, N. N., Gebert, R., Meißner, N., & Wirzberger, M. (2026) · Frontiers in Computer Science · doi:10.3389/fcomp.2026.1694621 · Cited by 2 · see citing works
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Gamificación y aprendizaje significativo de las matemáticas en educación primaria
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Embracing Lifelong Learning Through Gamified Flipped Learning
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O uso da gamificação no ensino da fisiologia renal
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Exploring the Impact of Educational Serious Game in a Gamified LMS
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An Escape Room to Cultivate Interprofessional Skills: A Mixed Methods Study
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Using Gamified Instruction on Students' Self- Efficacy and Performance in Mathematics
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Applying a Gamification Technique for Learning Sustainable Finance
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E-Learning as a Global Vessel Towards Inclusive and Quality Education
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Creating Culturally Responsive Classrooms Online
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Gamification Design and Implementation of Cybersecurity Virtual Training Platform
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Learning Mother Tongue Through Edutainment
Pelias, L. O., Galo, E. B., Villas, F. J. L., & Olbibado, R. N. (2025) · IGI Global eBooks · doi:10.4018/979-8-3373-2362-6.ch006
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- Authors
- Li, M., Ma, S., & Shi, Y.
- Affiliations
- Guangdong University of Foreign Studies (CN)
- Peking University (CN)
- Corresponding author
- Ma, Siyu
- Shi, Yuyang
- Venue
- Frontiers in Psychology
- Publisher
- Frontiers Media SA
- Published
- 2023-10-09
- Volume
- 14
- Pages
- 1253549-1253549
- ISSN
- 1664-1078 (ISSN-L)
- PMC
- PMC10591086
- OpenAlex
- W4387454440
- Semantic Scholar
- 47a35e0c351194f41452f75bb40a5b69dad915ba
- Cited by
- 439
- References
- 107
- Citations by year
- 2026: 279 · 2025: 121 · 2024: 36 · 2023: 3
- FWCI
- 19.25
- Type
- journal article
- Language
- en
- Open access
- gold
- doi.org
- Licence
- Locations
- Frontiers in Psychology (publishedVersion, cc-by)
- PubMed Central (publishedVersion, cc-by)
- PubMed (publishedVersion)
- DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion, cc-by-sa)
- 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, educational gamification, learning outcomes, student motivation, student engagement, gameful experience, educational design principles, learning environment, moderating effect
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