TY - JOUR
T1 - The impact of gamification in educational settings on student learning outcomes
T2 - a meta-analysis
AU - Huang, Rui
AU - Ritzhaupt, Albert D.
AU - Sommer, Max
AU - Zhu, Jiawen
AU - Stephen, Anita
AU - Valle, Natercia
AU - Hampton, John
AU - Li, Jingwei
N1 - Publisher Copyright:
© 2020, Association for Educational Communications and Technology.
PY - 2020/8/1
Y1 - 2020/8/1
N2 - Gamification research in educational settings has produced mixed results on student learning outcomes. Educational researchers and practitioners both struggle with identifying when, where, and how to use gamification design concepts. The present study provides findings from a meta-analysis that integrated the empirical, quantitative research on gamification in formal educational settings on student learning outcomes. This was achieved by examining the overall effect size, identifying which gamification design elements (e.g., badges) were used, and determining under what circumstances (e.g., engineering education) gamification works. The final corpus of data included 30 independent studies and associated effect sizes comparing gamification to non-gamification conditions while accounting for N = 3083 participants. The overall effect size using a random-effects model is g =.464 [.244 to.684] in favor of the gamification condition, which is a small to medium effect size. We examined 14 different gamification design elements (e.g., leaderboards) and showed that each leads to different effects on student learning outcomes. Further, the type of publication (e.g., journal article), student classification (e.g., undergraduate), and subject area (e.g., mathematics) are also investigated as moderators. We provide a discussion of our findings, some recommendations for future research, and some brief closing remarks.
AB - Gamification research in educational settings has produced mixed results on student learning outcomes. Educational researchers and practitioners both struggle with identifying when, where, and how to use gamification design concepts. The present study provides findings from a meta-analysis that integrated the empirical, quantitative research on gamification in formal educational settings on student learning outcomes. This was achieved by examining the overall effect size, identifying which gamification design elements (e.g., badges) were used, and determining under what circumstances (e.g., engineering education) gamification works. The final corpus of data included 30 independent studies and associated effect sizes comparing gamification to non-gamification conditions while accounting for N = 3083 participants. The overall effect size using a random-effects model is g =.464 [.244 to.684] in favor of the gamification condition, which is a small to medium effect size. We examined 14 different gamification design elements (e.g., leaderboards) and showed that each leads to different effects on student learning outcomes. Further, the type of publication (e.g., journal article), student classification (e.g., undergraduate), and subject area (e.g., mathematics) are also investigated as moderators. We provide a discussion of our findings, some recommendations for future research, and some brief closing remarks.
KW - Game design features
KW - Gamification
KW - Meta-analysis
KW - Student learning outcomes
UR - https://www.scopus.com/pages/publications/85088244213
U2 - 10.1007/s11423-020-09807-z
DO - 10.1007/s11423-020-09807-z
M3 - 文章
AN - SCOPUS:85088244213
SN - 1042-1629
VL - 68
SP - 1875
EP - 1901
JO - Educational Technology Research and Development
JF - Educational Technology Research and Development
IS - 4
ER -