Effects of Gamification on Behavioral Change in Education: A Meta-Analysis
Abstract
:1. Introduction
2. Materials and Methods
2.1. Procedure
2.1.1. Search Procedure and Selection Criteria
2.1.2. Assessment of Study Methodological Quality
2.1.3. Data Extraction and Coding
2.2. Data Analysis
3. Results
3.1. Overall ES
3.2. Moderator Analysis
3.3. Publication Bias
4. Discussion
4.1. Developmental Stage and Gamified Interventions
4.2. Length of Gamified Interventions
4.3. Behavioral Change and Learning Outcome
4.4. Study Delimitations and Limitations
4.5. Implications for Gamified Educational Learning
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Study (Year) | Treatment n | Control n | Age Group | Intervention Length | Measurement Outcome | Gamification Affordance | Education Field |
---|---|---|---|---|---|---|---|
Allam et al. (2015) [28] | 28 | 40 | Adult | Weeks | Test score | Badges, leaderboard, points | Medical education |
Auvien et al. (2015) [3] | 215 | 215 | CS | Weeks | Test score | Badges, points | Computer science |
254 | 254 | CS | Weeks | Test score | |||
De Marcos et al. (2017) [29] | 175 | 139 | CS | Weeks | Test score | Badges, leaderboard, points, challenge, goals, levels, peer assessment | Computer science |
177 | 139 | CS | Weeks | PL | |||
De Marcos et al. (2014) [30] | 106 | 72 | CS | Years | Test score | Badges, leaderboard, points, progress bar | Computer science |
112 | 72 | CS | Years | PL | |||
Denny et al. (2018) [31] | 702 | 702 | CS | Weeks | Test score | Badges, points | Online education |
521 | 180 | CS | Weeks | Test score | |||
Hakulinen et al. (2015) [32] | 86 | 195 | CS | Weeks | PL | Badges, leaderboard, points | Computer science |
86 | 195 | CS | Weeks | PL | |||
Hamari (2017) [33] | 1579 | 1401 | Adult | Years | PL | Badges | Online trading activity |
1579 | 1401 | Adult | Years | PL | |||
1579 | 1401 | Adult | Years | PL | |||
1579 | 1401 | Adult | Years | PL | |||
Hanus & Fox (2015) [34] | 71 | 71 | CS | Weeks | PL | Badges, leaderboard | Communication |
Harms et al. (2017) [35] | 21 | 19 | Adult | Hours | PL | Badges, avatar, progress bar | Physical activity |
21 | 19 | Adult | Hours | Test score | |||
Huang and Hew (2015) [36] | 21 | 19 | CS | Weeks | PL | Badges, leaderboard, points, progress bar | General Education |
21 | 19 | CS | Weeks | PL | |||
19 | 16 | CS | Weeks | Test score | |||
Kim et al. (2016) [37] | 448 | 299 | CS | Weeks | PL | Badges, leaderboard | Engineering |
448 | 299 | CS | Weeks | PL | |||
51 | 47 | CS | Weeks | PL | |||
Lam et al. (2018) [38] | 22 | 30 | K-12 | Weeks | PL | Leaderboard, points, | ESL writing |
Landers et al. (2015) [39] | 33 | 49 | Adult | Hours | Test score | Leaderboard, points, | Brainstorming |
Lombriser et al. (2016) [40] | 51 | 21 | Adult | Hours | PL | Badges, leaderboard, points, level, challenges, avatar, progress bar, storytelling, prize | Engineering |
51 | 21 | Adult | Hours | Test score | |||
51 | 21 | Adult | Hours | PL | |||
Ortiz-Rojas et al. (2019) [41] | 55 | 34 | Adult | Hours | Test score | Leaderboard | Computer programing |
Poondej et al. (2016) [42] | 273 | 273 | CS | Weeks | PL | Badges, leaderboard, point, progress bar | Information literacy skills |
Silpasuwanchai et al. (2016) [43] | 19 | 6 | CS | Hours | PL | Badges, leaderboard, points | Memory |
Turan et al. (2016) [44] | 46 | 48 | K-12 | Weeks | Test score | Badges, leaderboard, points | Technology software |
Moderator Variables | n | ES | 95% CI | Qb | ||
---|---|---|---|---|---|---|
Lower | Upper | |||||
Age | K-12 | 146 | 0.92 | 0.29 | 1.55 | |
College students | 5780 | 0.15 | −0.04 | 0.35 | 26.27 ** | |
Adults | 12,455 | 0.95 | 0.70 | 1.12 | ||
Intervention length | Days | 492 | 1.57 | 1.25 | 1.90 | |
Weeks | 12,282 | 0.39 | 0.21 | 0.57 | 67.20 ** | |
Years | 18,381 | −0.20 | −0.47 | 0.09 | ||
Measurement | Test score | 3059 | 0.30 | 0.03 | 0.18 | 3.38 |
Participation level | 15,322 | 0.60 | 0.40 | 0.77 |
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Kim, J.; Castelli, D.M. Effects of Gamification on Behavioral Change in Education: A Meta-Analysis. Int. J. Environ. Res. Public Health 2021, 18, 3550. https://doi.org/10.3390/ijerph18073550
Kim J, Castelli DM. Effects of Gamification on Behavioral Change in Education: A Meta-Analysis. International Journal of Environmental Research and Public Health. 2021; 18(7):3550. https://doi.org/10.3390/ijerph18073550
Chicago/Turabian StyleKim, Jihoon, and Darla M. Castelli. 2021. "Effects of Gamification on Behavioral Change in Education: A Meta-Analysis" International Journal of Environmental Research and Public Health 18, no. 7: 3550. https://doi.org/10.3390/ijerph18073550
APA StyleKim, J., & Castelli, D. M. (2021). Effects of Gamification on Behavioral Change in Education: A Meta-Analysis. International Journal of Environmental Research and Public Health, 18(7), 3550. https://doi.org/10.3390/ijerph18073550