Examining the effectiveness of gamification as a tool promoting teaching and learning in educational settings: a meta-analysis
Исследование эффективности геймификации как инструмента, способствующего преподаванию и обучению в образовательной среде: метаанализ
2023-10-09
SCID: 54.1/k5sffztv
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design principles for educational gamificationgamificationmeta-analysismoderator analysisstudent learning outcomes
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Abstract (AI)
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.
Key Findings
1
Design principles for educational gamification significantly moderate the relationship between gamification and student learning
2
Duration of the “gameful” experience significantly moderates gamification's impact on learning outcomes
3
Educational discipline significantly moderates the effectiveness of gamification on learning outcomes
4
Learning environment significantly moderates the effectiveness of gamification
5
Measurement type of student outcomes did not significantly moderate gamification effects
6
Meta-analysis of 41 studies (49 samples, >5,071 participants) found a significant large overall effect of gamification on learning outcomes (g = 0.822, 95% CI [0.567, 1.078])
7
Moderator analysis found user type significantly moderates the effect of gamification on student learning outcomes
8
Publication type did not significantly moderate the relationship between gamification and learning outcomes
Research Object
Gamification interventions in educational settings
Research Subject
Effectiveness of gamification in promoting teaching and learning, specifically its impact on student learning outcomes and moderators (user type, discipline, design principles, duration, learning environment)
Publication Details
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2023-10-09
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References available in scid.ai4
The PRISMA 2020 statement: an updated guideline for reporting systematic reviews2021
Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education2021
Gamifying education: what is known, what is believed and what remains uncertain: a critical review2017
A test of self‐determination theory in school physical education2005