Effects of Gamification on Behavioral Change in Education: A Meta-Analysis
- PMID: 33805530
- PMCID: PMC8037535
- DOI: 10.3390/ijerph18073550
Effects of Gamification on Behavioral Change in Education: A Meta-Analysis
Abstract
Background: Gamified reward systems, such as providing digital badges earned for specific accomplishments, are related to student engagement in educational settings. The purpose of this study was to conduct a meta-analytic review to quantify the effects of gamified interventions on student behavioral change.
Methods: A meta-analysis was performed using the following databases: The Academic Search Complete, Communication & Mass Media Complete, Education Source, ERIC, Library Information Science & Technology Abstracts, and PsycINFO. Inclusion in the review required: (a) peer-reviewed conducted between 2010 and 2019, (b) experimental controlled design, (c) gamification elements, and (d) educational setting.
Results: Using a random-effects model, a statistically significant (Cohen's d (ES) = 0.48, 95% CI = 0.33, 0.62) gamification effect was evidenced by moderate and positive grand effects sizes (ES). Gamification effects were higher with adults in higher education (ES = 0.95) than K-12 students (ES = 0.92). Brief interventions delivered in days or less than 1 week were significantly more effective (ES = 1.57) than interventions lasting up to 20 weeks (ES = 0.30). Interventions incorporating gamification elements across years (ES = -0.20) was adversely associated with behavioral change.
Conclusions: Findings suggest that short-term over longer-term gamified interventions might be a promising way to initiate changes in learner's behaviors and improve learning outcome.
Keywords: badges; behavior change; education; gamification; leaderboard; meta-analysis; motivation.
Conflict of interest statement
The authors declare no conflict of interest.
Figures
References
-
- Pintrich P.R., Zusho A. Higher Education: Handbook of Theory and Research. Springer; Dordrecht, The Netherlands: 2002. Student Motivation and Self-ragulated Learning in the College Classroom; pp. 55–128.
-
- Cheong C., Cheong F., Filippou J. Quick Quiz: A Gamified Approach for Enhancing Learning; Proceedings of the PACIS 2013 Proceedings; Jeju Island, Korea. 18–22 June 2013; p. 206.
-
- Auvinen T., Hakulinen L., Malmi L. Increasing Students’ Awareness of Their Behavior in Online Learning Environments with Visualizations and Achievement Badges. IEEE Trans. Learn. Technol. 2015;8:261–273. doi: 10.1109/TLT.2015.2441718. - DOI
-
- Kirschner P.A., Karpinski A.C. Facebook reg. and academic performance. Comput. Hum. Behav. 2010;26:1237–1245. doi: 10.1016/j.chb.2010.03.024. - DOI
-
- Hakulinen L., Auvinen T., Korhonen A. Empirical Study on the Effect of Achievement Badges in TRAKLA2 Online Learning Environment; Proceedings of the 2013 Learning and Teaching in Computing and Engineering, Institute of Electrical and Electronics Engineers (IEEE); Macau, China. 21–24 March 2013; pp. 47–54.
Publication types
MeSH terms
LinkOut - more resources
Full Text Sources
Other Literature Sources
