Gamification enhances student academic performance in educational contexts: Evidence from meta-analysis

Shurui Tiffany BAI, Timothy Khe Foon HEW

Research output: Contribution to conferencePapers

Abstract

Despite the buzz around gamification as an exciting new method to engage students, evidence of its ability to enhance learning is mixed. In fact, gamification has attracted considerable controversies. Therefore, to make the case for or against gamification in education, it is important to examine the effects of gamification on student learning achievements. This study is a meta-analysis of 30 independent interventions (3,202 participants) drawn from 24 quantitative studies to examine the effects of gamification on student academic performance in various educational settings. The results show an overall significant medium effect size in favor of gamification over learning without gamification (Hedges’s g = 0.504, 95% CI [0.284 – 0.723], p < 0.001). No publication bias is detected. Copyright © 2020 AERA.

Conference

Conference2020 Annual Meeting of American Educational Research Association: "The Power and Possibilities for the Public Good When Researchers and Organizational Stakeholders Collaborate"
Abbreviated titleAERA 2020
Country/TerritoryUnited States
CitySan Francisco, Calif.
Period17/04/2021/04/20
Internet address

Citation

Bai, S., & Hew, T. K. F. (2020). Gamification enhances student academic performance in educational contexts: Evidence from meta-analysis. Paper presented at 2020 Annual Meeting of American Educational Research Association: "The Power and Possibilities for the Public Good When Researchers and Organizational Stakeholders Collaborate", San Francisco, United States.

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