TY - JOUR
T1 - A meta-analysis on the influence of gamification in formal educational settings on affective and behavioral outcomes
AU - Ritzhaupt, Albert D.
AU - Huang, Rui
AU - Sommer, Max
AU - Zhu, Jiawen
AU - Stephen, Anita
AU - Valle, Natercia
AU - Hampton, John
AU - Li, Jingwei
N1 - Publisher Copyright:
© 2021, Association for Educational Communications and Technology.
PY - 2021/10
Y1 - 2021/10
N2 - The purpose of this study was to examine the effects of gamification used in formal educational settings on student affective and behavioral outcomes. Using systematic procedures to identify and screen the manuscripts across 18 academic databases, we identified 13 studies with behavioral outcomes and 19 studies with affective outcomes employing gamification in educational settings. These manuscripts accounted for a total of N = 1974 (n = 987 in gamification, n = 987 in control) participants in the affective model, and N = 1596 (n = 760 in gamification, n = 836 in control) in the behavioral model. Employing random-effects models, we calculated two statistically significant medium overall effect sizes for affective outcomes at g =.574 [.384,.764] and for behavioral outcomes at g =.740 [.465, 1.014]. We also examined 14 different gamification design elements (e.g., leaderboards, badges, etc.) as moderators to pinpoint the conditions in which gamification may be effective. Additionally, we examined contextual elements as moderators, including the discipline, student level, and publication source. Publication bias was not identified as a threat to either the affective or behavioral model. We also provide a discussion of our findings, limitations, and suggestions for future research.
AB - The purpose of this study was to examine the effects of gamification used in formal educational settings on student affective and behavioral outcomes. Using systematic procedures to identify and screen the manuscripts across 18 academic databases, we identified 13 studies with behavioral outcomes and 19 studies with affective outcomes employing gamification in educational settings. These manuscripts accounted for a total of N = 1974 (n = 987 in gamification, n = 987 in control) participants in the affective model, and N = 1596 (n = 760 in gamification, n = 836 in control) in the behavioral model. Employing random-effects models, we calculated two statistically significant medium overall effect sizes for affective outcomes at g =.574 [.384,.764] and for behavioral outcomes at g =.740 [.465, 1.014]. We also examined 14 different gamification design elements (e.g., leaderboards, badges, etc.) as moderators to pinpoint the conditions in which gamification may be effective. Additionally, we examined contextual elements as moderators, including the discipline, student level, and publication source. Publication bias was not identified as a threat to either the affective or behavioral model. We also provide a discussion of our findings, limitations, and suggestions for future research.
KW - Affective outcomes
KW - Behavioral outcomes
KW - Gamification
KW - Meta-analysis
UR - https://www.scopus.com/pages/publications/85114380250
U2 - 10.1007/s11423-021-10036-1
DO - 10.1007/s11423-021-10036-1
M3 - 文章
AN - SCOPUS:85114380250
SN - 1042-1629
VL - 69
SP - 2493
EP - 2522
JO - Educational Technology Research and Development
JF - Educational Technology Research and Development
IS - 5
ER -