Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts
By Shurui Bai, Khe Foon Timothy Hew, Biyun Huang. Educational Research and Reviews, 2020
574 citations recorded by the source corpus.
Abstract Despite the buzz around gamification as an exciting new method to engage students, evidence of its ability to enhance learning is mixed. In fact, gamification has attracted considerable controversy (“gamification is bullshit”) and some derogatory labels such as “exploitationware.” Therefore, in order to make the case for or against gamification in education, it is important to examine the effects (if any) of gamification on student learning achievements. This study is a meta-analysis of 30 independent interventions (3,202 participants) drawn from 24 quantitative studies that have examined the effects of gamification on student academic performance in various educational settings. The results show an overall significant medium effect size in favor of gamification over learning without gamification (Hedges' g = 0.504, 95% CI [0.284–0.723], p
Subfields: Computer Science Applications, Developmental and Educational Psychology, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/4baea6e6ca74597feaa6ce691c41577a67e87b54
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Computer Science Applications
In Developmental and Educational Psychology
- Stamatios Papadakis
- Alkinoos-Ioannis Zourmpakis
- Michail Kalogiannakis
- Seiji Isotani
- Wilk Oliveira
- Luiz Rodrigues
- Lei Shi
- Armando Maciel Toda
In Sociology and Political Science
- Stamatios Papadakis
- Alkinoos-Ioannis Zourmpakis
- Michail Kalogiannakis
- Seiji Isotani
- Wilk Oliveira
- Luiz Rodrigues
- Lei Shi
- Armando Maciel Toda
Citations in the corpus
- Gamification in Science Education. A Systematic Review of the Literature (2021, background): “Nonetheless, gamification is often characterized by fostering enthusiasm, a sense of enjoyment, fun, and general positive feelings towards learning, values that are directly associated with intrinsic motivation [59,82,114].”
- Tailored gamification in education: A literature review and future agenda (2022, background): “According to different secondary studies (Hamari et al., 2014; Koivisto and Hamari, 2019; Bai et al., 2020b), the first studies on gamification began to be published in 2011.”