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Effects of Gamification on Behavioral Change in Education: A Meta-Analysis
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 behaviora...
Autores principales: | , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
MDPI
2021
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8037535/ https://www.ncbi.nlm.nih.gov/pubmed/33805530 http://dx.doi.org/10.3390/ijerph18073550 |
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author | Kim, Jihoon Castelli, Darla M. |
author_facet | Kim, Jihoon Castelli, Darla M. |
author_sort | Kim, Jihoon |
collection | PubMed |
description | 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. |
format | Online Article Text |
id | pubmed-8037535 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2021 |
publisher | MDPI |
record_format | MEDLINE/PubMed |
spelling | pubmed-80375352021-04-12 Effects of Gamification on Behavioral Change in Education: A Meta-Analysis Kim, Jihoon Castelli, Darla M. Int J Environ Res Public Health Review 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. MDPI 2021-03-29 /pmc/articles/PMC8037535/ /pubmed/33805530 http://dx.doi.org/10.3390/ijerph18073550 Text en © 2021 by the authors. https://creativecommons.org/licenses/by/4.0/Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (http://creativecommons.org/licenses/by/4.0/ (https://creativecommons.org/licenses/by/4.0/) ). |
spellingShingle | Review Kim, Jihoon Castelli, Darla M. Effects of Gamification on Behavioral Change in Education: A Meta-Analysis |
title | Effects of Gamification on Behavioral Change in Education: A Meta-Analysis |
title_full | Effects of Gamification on Behavioral Change in Education: A Meta-Analysis |
title_fullStr | Effects of Gamification on Behavioral Change in Education: A Meta-Analysis |
title_full_unstemmed | Effects of Gamification on Behavioral Change in Education: A Meta-Analysis |
title_short | Effects of Gamification on Behavioral Change in Education: A Meta-Analysis |
title_sort | effects of gamification on behavioral change in education: a meta-analysis |
topic | Review |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8037535/ https://www.ncbi.nlm.nih.gov/pubmed/33805530 http://dx.doi.org/10.3390/ijerph18073550 |
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