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

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In Computer Science Applications

  1. Juho Hamari

In Developmental and Educational Psychology

  1. Stamatios Papadakis
  2. Alkinoos-Ioannis Zourmpakis
  3. Michail Kalogiannakis
  4. Seiji Isotani
  5. Wilk Oliveira
  6. Luiz Rodrigues
  7. Lei Shi
  8. Armando Maciel Toda

In Sociology and Political Science

  1. Stamatios Papadakis
  2. Alkinoos-Ioannis Zourmpakis
  3. Michail Kalogiannakis
  4. Seiji Isotani
  5. Wilk Oliveira
  6. Luiz Rodrigues
  7. Lei Shi
  8. Armando Maciel Toda

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