Effects of Gamification on Students’ English Language Proficiency: A Meta-Analysis on Research in South Korea
Abstract
:1. Introduction
1.1. Gaming Elements in Gamification
1.2. Contributions of This Study
- To evaluate the effect of gamification on the English proficiency of Korean students.
- To identify the moderating factors, such as gaming elements, influencing the effects of gamification on Korean students’ English proficiency.
- To investigate any differences in the effects of gamification on Korean students’ English proficiency based on various dependent variables.
2. Methods
2.1. Selection of Studies for Analysis
- (a)
- Only studies that empirically investigated gamified practices were included, excluding any that simply discussed or described gamification without empirical backing.
- (b)
- The focus was placed on studies conducted in K-12 or higher education settings. Any studies where interventions were held in out-of-school environments, such as private tutoring or extracurricular academies, were omitted.
- (c)
- Included studies were required to objectively measure students’ English proficiency after the treatment. Studies were excluded if they solely relied on self-reported data about students learning achievements.
- (d)
- Studies had to explicitly mention the usage of at least one game element. Those not specifying the game elements used were excluded.
- (e)
- Finally, studies were excluded if their datasets or results lacked sufficient information for effect size calculations, such as missing sample size data or mean scores without corresponding standardized deviation values.
2.2. Codebook
2.3. Instruments and Analysis
3. Results and Discussion
3.1. Homogeneity Test and Assessment of Effect Sizes
3.2. Publication Bias
3.3. Effect Sizes by Moderating Variables
3.3.1. Subgroup Analysis
- Publication type
- 2.
- Experimental design
- 3.
- School level
- 4.
- Technology use
- 5.
- Gaming elements
3.3.2. Meta-Regression Analysis
3.4. Mean Effect Sizes by Dependent Variables
4. Conclusions and Implications
Author Contributions
Funding
Data Availability Statement
Conflicts of Interest
Appendix A. Coding Results I
Study | PT | ED | SL | TU | G | P | W | S | S/W | DV |
Kim (2014) [18] | Journal | Quasi | University | Yes | 14 | 38 | 15 | 30 | 2 | Achievement |
Lee (2019) [42] | Journal | Quasi | Primary | Yes | 6 | 30 | 12 | - | - | Speaking |
Lee (2022) [11] | Journal | Quasi | University | Yes | 12 | 87 | 15 | 30 | 2 | Reading, Writing |
Laffey (2022) [19] | Journal | Quasi | University | Yes | 14.59 | 22 | 15 | - | - | Writing |
Kim (2023) [54] | Thesis | Quasi | Primary | Yes | 5 | 40 | 4 | 6 | 1.5 | Vocabulary |
Baek (2021) [55] | Thesis | Quasi | Primary | No | 4 | 52 | 12 | 24 | 2 | Vocabulary |
Ahn (2019) [41] | Thesis | Pre | Primary | No | 3.5 | 148 | 10 | 10 | 1 | Listening |
Jeon (2021) [56] | Thesis | Quasi | Secondary | Yes | 12 | 46 | 6 | 8 | 1.33 | Vocabulary |
PT: Publication Type, ED: Experimental Design, SL: School Level, TU: Technology Use, G: Grade, P: Participants, W: Weeks, S: Sessions, S/W: Sessions per Week, DV: Dependent Variable. |
Appendix B. Coding Results II
Study | A/C | P/S | L/S | F | L | C | M/C | S/F | B/R | NGE |
Kim (2014) [18] | O | O | O | O | - | O | - | - | - | 5 |
Lee (2019) [42] | - | O | - | - | - | - | - | - | - | 1 |
Lee (2022) [11] | - | O | O | - | - | - | O | - | - | 3 |
Laffey (2022) [19] | - | O | - | - | O | - | O | O | - | 4 |
Kim (2023) [54] | - | - | O | O | - | - | - | - | - | 2 |
Baek (2021) [55] | O | - | O | - | - | - | O | O | O | 5 |
Ahn (2019) [41] | - | O | O | - | O | O | - | O | O | 6 |
Jeon (2021) [56] | - | O | O | - | O | O | O | - | O | 6 |
A/C: Avatar/Character, P/S: Point/Score, L/S: Leaderboard/Scoreboard, F: Feedback, L: Level, C: Collaboration, M/C: Mission/Challenge, S/F: Story/Fiction, B/R: Badge/Reward, NGE: Number of Gaming Elements. |
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Elements | Description | |
---|---|---|
Performance/measurement | 1. Acknowledgement | Rewards learners for specific tasks, e.g., badges for completed problems. |
2. Level | Hierarchical system providing new advantages as learners progress. | |
3. Progression | Guides users about their advancement in the environment. | |
4. Point | Basic feedback method, usually through scores or experience points. | |
5. Stats | Visual information about the learner’s performance or overall environment. | |
Ecological | 1. Chance | Involves uncertainty in outcomes. |
2. Imposed Choice | Requires users to make decisions for progress. | |
3. Economy | Represents transactions within the environment. | |
4. Rarity | Involves limited resources to stimulate specific goals. | |
5. Time Pressure | Applies time constraints but can disengage users. | |
Social | 1. Competition | Involves user challenges to attain common goals. |
2. Cooperation | Encourages collaboration towards shared objectives. | |
3. Reputation | Relates to social status titles within a community. | |
4. Social Pressure | Reflects the influence of social interactions on behavior. | |
Personal | 1. Novelty | Updates within the environment to maintain user engagement. |
2. Objectives | Goals providing a purpose for task completion. | |
3. Puzzle | Cognitive challenges within the environment. | |
4. Renovation | Opportunities for learners to redo tasks. | |
5. Sensation | Enhances the experience using sensory stimulation. Lack of these may lead to demotivation. | |
Fictional | 1. Narrative | Describes event sequences, influenced by user decisions. |
2. Storytelling | Conveys the environment’s story, supporting the narrative. |
Category | Variables |
---|---|
1. Publication Type | (1) journal article (2) MA thesis |
2. Experimental Design | (1) quasi-experimental (2) pre-experimental |
3. School Level | (1) primary school (2) secondary school (3) university |
4. Technology Use | (1) used (2) not used |
5. Gaming Element | (1) avatar/character (2) point/score (3) leaderboard/scoreboard (4) feedback (5) level (6) collaboration (7) mission/challenge (8) story/fiction (9) badge/reward |
6. Grade | Raw data |
7. Number of Participants | Raw data |
8. Weeks | Raw data |
9. Sessions | Raw data |
10. Sessions per Weeks | Raw data |
11. Number of Gaming Elements | Raw data |
12. Dependent Variables | (1) listening (2) speaking (3) reading (4) writing (5) vocabulary (6) achievement |
Moderator | Effect Size and 95% Confidence Interval | Heterogeneity | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
N | k | g | SE | 95% CI | Z | p | Q | df | p | ||
Publication Type | Journal Article | 324 | 7 | 0.298 | 0.180 | −0.055~0.650 | 1.657 | 0.098 | 6.426 | 1 | 0.011 * |
Thesis | 286 | 4 | 0.799 | 0.083 | 0.638~0.961 | 9.682 | 0.000 | ||||
Experimental Design | Quasi-experimental | 462 | 10 | 0.475 | 0.161 | 0.160~0.790 | 2.953 | 0.003 | 2.953 | 1 | 0.103 |
Pre-experimental | 148 | 1 | 0.778 | 0.093 | 0.595~0.961 | 8.325 | 0.000 | ||||
School Level | Primary | 270 | 4 | 0.801 | 0.094 | 0.616~0.986 | 8.484 | 0.000 | 5.589 | 2 | 0.061 |
Secondary | 46 | 1 | 0.624 | 0.297 | 0.042~1.207 | 2.102 | 0.036 | ||||
Tertiary | 294 | 6 | 0.270 | 0.205 | −0.132~0.672 | 1.316 | 0.180 | ||||
Technology Use | Yes | 410 | 9 | 0.383 | 0.149 | 0.091~0.674 | 2.572 | 0.010 | 4.171 | 1 | 0.041 * |
No | 200 | 2 | 0.932 | 0.224 | 0.494~1.370 | 4.171 | 0.000 |
Moderator | Effect Size and 95% Confidence Interval | Heterogeneity | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
N | k | g | SE | 95% CI | Z | p | Q | df | p | ||
Avatar/ Character | Yes | 276 | 4 | 0.679 | 0.197 | 0.292~1.065 | 3.441 | 0.001 | 0.931 | 1 | 0.335 |
No | 334 | 7 | 0.415 | 0.189 | 0.044~0.786 | 2.193 | 0.028 | ||||
Point/ Score | Yes | 370 | 8 | 0.340 | 0.161 | 0.025~0.655 | 2.117 | 0.034 | 6.235 | 1 | 0.013 * |
No | 240 | 3 | 0.840 | 0.119 | 0.606~1.073 | 7.055 | 0.000 | ||||
Leaderboard/ Scoreboard | Yes | 536 | 8 | 0.565 | 0.166 | 0.241~0.890 | 3.412 | 0.001 | 0.660 | 1 | 0.417 |
No | 74 | 3 | 0.337 | 0.227 | −0.109 ~0.782 | 1.482 | 0.138 | ||||
Feedback | Yes | 116 | 3 | 0.426 | 0.185 | 0.064~0.788 | 2.306 | 0.021 | 0.218 | 1 | 0.640 |
No | 494 | 8 | 0.545 | 0.176 | 0.201~0.889 | 3.014 | 0.002 | ||||
Level | Yes | 368 | 4 | 0.502 | 0.252 | 0.008~0.996 | 1.992 | 0.046 | 0.010 | 1 | 0.921 |
No | 242 | 7 | 0.532 | 0.169 | 0.204~0.860 | 3.177 | 0.001 | ||||
Collaboration | Yes | 270 | 4 | 0.591 | 0.147 | 0.303~0.879 | 4.027 | 0.000 | 0.091 | 1 | 0.763 |
No | 340 | 7 | 0.510 | 0.227 | 0.065~0.954 | 2.247 | 0.025 | ||||
Mission/ Challenge | Yes | 294 | 6 | 0.496 | 0.256 | −0.006~0.998 | 1.936 | 0.053 | 0.210 | 1 | 0.647 |
No | 316 | 5 | 0.625 | 0.119 | 0.392~0.858 | 5.248 | 0.000 | ||||
Story/ Fiction | Yes | 244 | 4 | 0.713 | 0.211 | 0.300~1.125 | 3.385 | 0.001 | 1.196 | 1 | 0.274 |
No | 366 | 7 | 0.413 | 0.175 | 0.070~0.757 | 2.359 | 0.018 | ||||
Badge/ Reward | Yes | 246 | 3 | 0.832 | 0.134 | 0.569~1.094 | 6.207 | 0.000 | 5.088 | 1 | 0.024 * |
No | 364 | 8 | 0.351 | 0.165 | 0.027~0.676 | 2.125 | 0.034 |
Variable | b | SE | 95% CI | Z | p |
---|---|---|---|---|---|
Intercept | −13.8558 | 44.5029 | −101.0800~73.3683 | −0.3113 | 0.756 |
Grade | 0.0115 | 0.3317 | −0.6387~0.6616 | −0.0345 | 0.973 |
No. of participants | 0.0034 | 0.0313 | −0.0579~0.0648 | 0.1098 | 0.913 |
Weeks | 1.1266 | 3.2314 | −5.2069~7.4601 | 0.3486 | 0.747 |
Sessions | −0.7337 | 2.1939 | −5.0336~3.5662 | −0.3344 | 0.738 |
Sessions per week | 9.1047 | 28.205 | −45.8144~64.0238 | 0.3249 | 0.745 |
No. of gaming elements | 0.1789 | 0.2491 | −0.3093~0.6672 | 0.7183 | 0.473 |
Moderator | Effect Size and 95% Confidence Interval | Heterogeneity | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
N | k | g | SE | 95% CI | Z | p | Q | df | p | ||
DV1 | Receptive | 449 | 7 | 0.522 | 0.192 | 0.145~0.899 | 2.714 | 0.007 | 0.020 | 1 | 0.888 |
Productive | 161 | 4 | 0.559 | 0.183 | 0.201~0.918 | 3.061 | 0.002 | ||||
DV2 | Spoken | 178 | 2 | 0.760 | 0.090 | 0.583~0.937 | 8.400 | 0.000 | 2.087 | 1 | 0.149 |
Written | 432 | 9 | 0.473 | 0.177 | 0.127~0.819 | 2.679 | 0.007 | ||||
DV3 | Listening | 148 | 1 | 0.778 | 0.093 | 0.595~0.961 | 8.325 | 0.000 | 23.885 | 5 | 0.000 * |
Speaking | 30 | 1 | 0.490 | 0.361 | −0.217~1.197 | 1.358 | 0.175 | ||||
Reading | 87 | 1 | −0.256 | 0.213 | −0.674~0.162 | −1.199 | 0.231 | ||||
Writing | 131 | 3 | 0.527 | 0.261 | 0.015~1.039 | 2.018 | 0.044 | ||||
Vocabulary | 138 | 3 | 0.875 | 0.198 | 0.486~1.263 | 4.413 | 0.000 | ||||
Achievement | 76 | 2 | 0.274 | 0.226 | −0.169 ~0.717 | 1.210 | 0.226 |
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Lee, J.-Y.; Baek, M. Effects of Gamification on Students’ English Language Proficiency: A Meta-Analysis on Research in South Korea. Sustainability 2023, 15, 11325. https://doi.org/10.3390/su151411325
Lee J-Y, Baek M. Effects of Gamification on Students’ English Language Proficiency: A Meta-Analysis on Research in South Korea. Sustainability. 2023; 15(14):11325. https://doi.org/10.3390/su151411325
Chicago/Turabian StyleLee, Je-Young, and Minkyung Baek. 2023. "Effects of Gamification on Students’ English Language Proficiency: A Meta-Analysis on Research in South Korea" Sustainability 15, no. 14: 11325. https://doi.org/10.3390/su151411325
APA StyleLee, J. -Y., & Baek, M. (2023). Effects of Gamification on Students’ English Language Proficiency: A Meta-Analysis on Research in South Korea. Sustainability, 15(14), 11325. https://doi.org/10.3390/su151411325