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Examining the effectiveness of gamification as a tool promoting teaching and learning in educational settings: a meta-analysis
The integration of gamification into educational settings has gained recognition for its potential to boost student motivation, engagement, interest, and learning outcomes. Despite its popularity, research on gamification has produced mixed results regarding student learning outcomes. This meta-anal...
Autores principales: | , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
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Frontiers Media S.A.
2023
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10591086/ https://www.ncbi.nlm.nih.gov/pubmed/37876838 http://dx.doi.org/10.3389/fpsyg.2023.1253549 |
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author | Li, Minzi Ma, Siyu Shi, Yuyang |
author_facet | Li, Minzi Ma, Siyu Shi, Yuyang |
author_sort | Li, Minzi |
collection | PubMed |
description | The integration of gamification into educational settings has gained recognition for its potential to boost student motivation, engagement, interest, and learning outcomes. Despite its popularity, research on gamification has produced mixed results regarding student learning outcomes. This meta-analysis aims to synthesize the existing empirical evidence on the effectiveness of gamification as a tool for promoting teaching and learning in educational settings. Forty-one studies with 49 independent samples involving more than 5,071 participants were included in our analysis. Results from random effects models showed an overall significant large effect size (g = 0.822 [0.567 to 1.078]). The research performed the moderator analysis to scrutinize the effects of a number of factors on the relationship between gamification and student learning outcomes. The study uncovered significant moderating effects for user type, educational discipline, design principles for educational gamification, duration of “gameful” experience, and learning environment. However, measurement of student outcomes and publication type did not appear to have any significant moderating effect. Those findings hold important implications for improving and implementing gamification to promote teaching and learning in future research. |
format | Online Article Text |
id | pubmed-10591086 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2023 |
publisher | Frontiers Media S.A. |
record_format | MEDLINE/PubMed |
spelling | pubmed-105910862023-10-24 Examining the effectiveness of gamification as a tool promoting teaching and learning in educational settings: a meta-analysis Li, Minzi Ma, Siyu Shi, Yuyang Front Psychol Psychology The integration of gamification into educational settings has gained recognition for its potential to boost student motivation, engagement, interest, and learning outcomes. Despite its popularity, research on gamification has produced mixed results regarding student learning outcomes. This meta-analysis aims to synthesize the existing empirical evidence on the effectiveness of gamification as a tool for promoting teaching and learning in educational settings. Forty-one studies with 49 independent samples involving more than 5,071 participants were included in our analysis. Results from random effects models showed an overall significant large effect size (g = 0.822 [0.567 to 1.078]). The research performed the moderator analysis to scrutinize the effects of a number of factors on the relationship between gamification and student learning outcomes. The study uncovered significant moderating effects for user type, educational discipline, design principles for educational gamification, duration of “gameful” experience, and learning environment. However, measurement of student outcomes and publication type did not appear to have any significant moderating effect. Those findings hold important implications for improving and implementing gamification to promote teaching and learning in future research. Frontiers Media S.A. 2023-10-09 /pmc/articles/PMC10591086/ /pubmed/37876838 http://dx.doi.org/10.3389/fpsyg.2023.1253549 Text en Copyright © 2023 Li, Ma and Shi. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms. |
spellingShingle | Psychology Li, Minzi Ma, Siyu Shi, Yuyang Examining the effectiveness of gamification as a tool promoting teaching and learning in educational settings: a meta-analysis |
title | Examining the effectiveness of gamification as a tool promoting teaching and learning in educational settings: a meta-analysis |
title_full | Examining the effectiveness of gamification as a tool promoting teaching and learning in educational settings: a meta-analysis |
title_fullStr | Examining the effectiveness of gamification as a tool promoting teaching and learning in educational settings: a meta-analysis |
title_full_unstemmed | Examining the effectiveness of gamification as a tool promoting teaching and learning in educational settings: a meta-analysis |
title_short | Examining the effectiveness of gamification as a tool promoting teaching and learning in educational settings: a meta-analysis |
title_sort | examining the effectiveness of gamification as a tool promoting teaching and learning in educational settings: a meta-analysis |
topic | Psychology |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10591086/ https://www.ncbi.nlm.nih.gov/pubmed/37876838 http://dx.doi.org/10.3389/fpsyg.2023.1253549 |
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