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What empirical evidence exists for the impact of gamification on motivational processes and effectiveness of learning?
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What is the level of progress towards a systematic understanding of how to use gamification in educational contexts?
The study
Search strategy and sources
Database | Total Amount | No of Selected |
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ACM Digital Library | 285 | 12 + 1a
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Google Scholar | 4021 | 21 + 8a
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IEEE Explore | 574 | 6 |
ScienceDirect | 158 | 12 + 3a
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Data extraction
Review results for empirical studies
What educational level is targeted?
What subjects are gamified?
Subjects | Nu (%) | Papers |
---|---|---|
CS/IT | 20 (39%) | (Amriani, Aji, Utomo, Wahidah, & Junus, 2014
a; Anderson, Nash, & McCauley, 2015; Auvinen, Hakulinen, & Malmi, 2015; Bernik, Bubaš, & Radošević, 2015; Codish & Ravid, 2014; Codish & Ravid, 2015; Hakulinen, Auvinen, & Korhonen, 2015; Herbert, Charles, Moore, & Charles, 2014; Ibanez, Di Serio, & Delgado-Kloos, 2014; Knutas, Ikonen, Maggiorini, Ripomonti, & Porras, 2014a; Knutas, Ikonen, Nikula, & Porras, 2014b; Krause, Mogalle, Pohl, & Williams, 2015; Laskowski & Badurowicz, 2014; Leach, Laur, Code, Bebbington, & Broome, 2014; Lehtonen, Aho, Isohanni, & Mikkonen, 2015; Poole, Kemp, Patterson, & Williams, 2014; Sillaots, 2014; Sillaots, 2015; Smith, Herbert, Kavanagh, & Reidsema, 2014; Tvarozek & Brza, 2014) |
Math | 5 (10%) | |
Multimedia/Communication | 6 (12%) | |
Medicine/Biology/Psychology | 5 (10%) | |
Languages | 4 (8%) | |
Others | 11 (21%) | (Barrio, Organero, & Soriano, 2015; Boticki et al., 2015
a; Chang & Wei, 2015; Davis & Klein, 2015; Lambruschini & Pizarro, 2015; Mekler, Brühlmann, Tuch, & Opwis, 2015; Morschheuser, Rivera-Pelayo, Mazarakis, & Zacharias, 2014; Pedro, Santos, Aresta, & Almeida, 2015a; Shi, Cristea, Hadzidedic, & Dervishalidovic, 2014; Sillaots, 2015
a; Tu, Yen, Sujo-Montes, & Roberts, 2015) |
What kind of learning activities is targeted?
Learning Activity | Nu (%) | Papers |
---|---|---|
Course driven class/online learning activities | 16 (31%) | (Amriani et al., 2014; Barata et al., 2014; Bernik et al., 2015; Codish & Ravid, 2014; Hanus & Fox, 2015; Holman et al., 2015; Ibanez et al., 2014; Jang et al., 2015; Krause et al., 2015; Lambruschini & Pizarro, 2015; Laskowski & Badurowicz, 2014; Latulipe, Long, & Seminario, 2015; Leach et al., 2014; Poole et al., 2014; Sillaots, 2014; Utomo & Santoso, 2015) |
Interaction with learning environment | 11 (21%) | |
Exercises | 6 (12%) | |
Collaboration/discussions/social interactions | 4 (8%) | |
Projects/labs | 6 (12%) | |
Tests | 4 (8%) | |
Others | 4 (8%) |
What combinations of game elements are studied?
Number game elements used | Nu (%) | Papers |
---|---|---|
1 element | 11 (22%) | |
2 elements | 8 (16%) | |
3 elements | 16 (31%) | (Anderson et al., 2015; Auvinen et al., 2015; Bernik et al., 2015; Boskic & Hu, 2015; Codish & Ravid, 2015; Hanus & Fox, 2015; Hew et al., 2016; Knutas et al., 2014; Lambruschini & Pizarro, 2015; Laskowski & Badurowicz, 2014; Latulipe et al., 2015; Lehtonen et al., 2015; Mekler et al., 2015; Morschheuser et al., 2014; Simoes et al., 2015; Su & Cheng, 2015) |
More than 3 elements | 16 (31%) | (Amriani et al., 2014; Barata et al., 2014; Chang & Wei, 2015; Codish & Ravid, 2014; Hasegawa et al., 2015; Herbert et al., 2014; Holman et al., 2015; Jang et al., 2015; Knutas et al., 2014; Krause et al., 2015; Nevin et al., 2014; Pedro et al., 2015b; Pettit et al., 2015; Shi et al., 2014; Sillaots, 2014; Sillaots, 2015) |
Game elements | Nu (%) | Papers |
---|---|---|
Points only | 1 (2%) | (Barrio et al., 2015) |
Badges only | 9 (18%) | |
Leaderboards only | 3 (6%) | |
PBLa
| 14 (27%) | (Amriani et al., 2014; Anderson et al., 2015; Barata et al., 2014; Codish & Ravid, 2014; Hanus & Fox, 2015; Hew et al., 2016; Lambruschini & Pizarro, 2015; Laskowski & Badurowicz, 2014; Latulipe et al., 2015; Lehtonen et al., 2015; Nevin et al., 2014; Pedro et al., 2015b; Sillaots, 2015; Smith et al., 2014) |
Others | 24 (47%) | (Attali & Arieli-Attali, 2015; Auvinen et al., 2015, Bernik et al., 2015; Bonde et al., 2014; Boskic & Hu, 2015, Chang & Wei, 2015; Codish & Ravid, 2015; Hasegawa et al., 2015; Herbert et al., 2014; Holman et al., 2015; Ibanez et al., 2014; Jang et al., 2015; Knutas et al., 2014; Knutas et al., 2014; Krause et al., 2015; Mekler et al., 2015; Morschheuser et al., 2014; Paiva et al., 2015; Pettit et al., 2015; Shi et al., 2014; Sillaots, 2014; Smith et al., 2014; Su & Cheng, 2015; Utomo & Santoso, 2015) |
What types of studies?
Cat | Paper | Game elements | Gamified activity | Reported Outcome |
---|---|---|---|---|
B | (Amriani et al., 2014) | Points, badges, leaderboard, status, levels, unlockable content, customization | Learning interactions in Virtual Realty | Improved participation and engagement? |
(Hew et al., 2016) | Points, badges, leaderboard | Project activities | The effect of gamification on engagement? | |
(Holman et al., 2013) | Badges, leveling, autonomy, leaderboard, grade predictor | Overall class activities | The impact of grade predictor on planning the work over the course | |
(Knutas et al., 2014) | Points, badges, up-vote, down-vote | Collaborative learning | Improved student collaboration? | |
(Lambruschini & Pizarro, 2015) | Points, badges, leaderboard | Course participation | Boosted communication, participation, punctuality? | |
(Landers & Landers, 2015) | Leaderboards | Course project activities | Improved time on task | |
(Latulipe et al., 2015) | Stamps, tokens, leaderboard | In-class course activities | Encouraged harder work and engagement? | |
(Lehtonen et al., 2015) | Points, badges, leaderboard | Online Java exercises | Increased use of an open learning environment | |
(Smith et al., 2014) | Merit points, badges, voting | Online discussions | Improved participation and quality of online discussions | |
(Utomo & Santoso, 2015) | Badges, progress bar | Online learning activities | Fostered learning activities? | |
A | (Auvinen et al., 2015) | Badges, heatmap | Online exercises | Differences in reacting to gamification vs. feedback? |
(Boticki et al., 2015) | Badges | Mobile driven learning activities | Motivated a specific category of students? | |
(Christy & Fox, 2014) | Leaderboard | Assessment | Created stereotype threat in specific circumstances? | |
(Codish & Ravid, 2015) | Points, badges, riddles | Interactions with a Learning Management System (LMS) | Evidence that gamification behavior patterns predict playfulness | |
(Hakulinen et al., 2015) | Badges | Homework exercises | Improved motivation | |
(Hasegawa et al., 2015) | Points, trials, character, ranking, progress | Vocabulary learning | Motivated continuous learning | |
(Morschheuser et al., 2014) | Points, badges, personas | Interactions with a Personal Learning Environment (PLE) | Increased intention to use the PLE? | |
(Shi et al., 2014) | Leaderboard, progress, feedback, social status | Interactions with a learning environment | Increased intrinsic motivation? | |
(Sillaots, 2014) | Points, scoreboard, goals, avatar, feedback, levels, luck, competition | In-class activities | Mixed acceptance of game elements | |
(Simoes et al., 2015) | Points, badges, leaderboard | Homework in the Schooooools LMS | Increased disposition to the experience flow? | |
C | (Anderson et al., 2015) | Points, badges, leaderboard, competition | Assessment | Improved performance? |
(Attali & Arieli-Attali, 2015) | Points | Assessment | No effect on performance | |
(Bernik et al., 2015) | Points, badges, leaderboard, progress | Learning activities within a course module | Improved performance? | |
(Jang et al., 2015) | Point, levels, life points, avatars, feedbacks, time pressure | Tutorial driven learning activities | Improved learning performance | |
(Long & Aleven, 2014) | Stars/badges | Problem solving with re-practicing | No improvement of learning | |
(Paiva et al., 2015) | Points, badges | Interaction with an Intelligent Tutoring System (ITS) | Correlation between points, badges and learning |
Paper | Game elements | Gamified activity | Reported Outcome | |
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B + C | (Boskic & Hu, 2015) | Choice, role playing, feedback | Course assignments | Increased engagement understanding? |
(Ibanez et al., 2014) | Badges, leaderboard | Course activities | Confirmation of the effect of gamification on engagement and learning? | |
(Krause et al., 2015) | Points, achievements, leaderboards, avatars | Online course activities | Improved retention period and learning performance | |
(Laskowski & Badurowicz, 2014) | Points, badges, leaderboard | Overall course activities | Improved engagement and performance? | |
(Lehtonen et al., 2015) | Points, badges, | Online class activities | Increased online activities and learning performance? | |
(Nevin et al., 2014) | Badges, levels, feedback, leaderboard, voluntary participation | Interactions with a learning environment | Increased knowledge retention, reduced attrition | |
(Pedro et al., 2015b) | Points, badges, levels, feedback, ranking | Interactions with a Virtual Learning Environment (VLE) | Improved performance, reduced undesirable behaviors in VLE? | |
(Pettit et al., 2015) | Challenge, competition, progress, status, achievement, prizes, chance, surprise, anticipation, humor | Interactions with an Audience Response System (ARS) | Increased engagement and learning | |
(Poole et al., 2014) | Points, leaderboards | Class activities | Increased engagement, fosters learning? | |
A + C | (Barrio et al., 2015) | Points | Learning activities using a Student Response System (SRS) | Improved motivation, attention, learning performance? |
(Bonde et al., 2014) | Simulation, narrative, fictional characters | Lab activities | Increased learning outcomes and motivation | |
(Hanus & Fox, 2015) | Badges, leaderboard, virtual coins, pseudonyms | In-class and out-of-class activities | Improving satisfaction, empowerment, academic performance not confirmed | |
(Mekler et al., 2015) | Points, levels, leaderboard | Image annotation | Increased competence need and performance? | |
(Su & Cheng, 2015) | Badges, leaderboard, missions | Field activities | Increased motivation and learning? | |
A + B | (Perry, 2015) | Points, badges | Interactions with a language learning system | Increased playfulness and engagement in learning? |
What types of goals?
Category | Type of study | Nu (%) | Papers |
---|---|---|---|
Behavioral and cognitive results | 31 (61%) | (Amriani et al., 2014; Anderson et al., 2015; Attali & Arieli-Attali, 2015; Auvinen et al., 2015; Bernik et al., 2015; Bonde et al., 2014; Boskic & Hu, 2015; Boticki et al., 2015; Christy & Fox, 2014; Hakulinen et al., 2015; Hanus & Fox, 2015; Hasegawa et al., 2015; Ibanez et al., 2014; Jang et al., 2015; Knutas et al., 2014b; Krause et al., 2015; Landers & Landers, 2015; Laskowski & Badurowicz, 2014; Latulipe et al., 2015; Leach et al., 2014; Lehtonen et al., 2015; Long & Aleven, 2014; Morschheuser et al., 2014; Nevin et al., 2014; Pedro et al., 2015b; Perry, 2015; Poole et al., 2014; Shi et al., 2014; Sillaots, 2014; Smith et al., 2014; Utomo & Santoso, 2015) | |
Learner-Centric | Categories of learners | 6 (12%) | |
Learners’ perception | 4 (8%) | ||
Measures | 3 (6%) | ||
Platform-Centric | Game elements and gamified platforms | 7 (13%) |
How conclusive are the reported results?
Results | Nu (%) | Papers |
---|---|---|
ABC studies | 41 (79%) | |
Positive | 12 (23%) | |
Negative | 3 (6%) | |
Inconclusive | 26 (50%) | (Amriani et al., 2014; Anderson et al., 2015; Auvinen et al., 2015; Barrio et al., 2015; Bernik et al., 2015; Boskic & Hu, 2015; Boticki et al., 2015; Christy & Fox, 2014; Codish & Ravid, 2015; Hew et al., 2016; Ibanez et al., 2014; Knutas et al., 2014b; Lambruschini & Pizarro, 2015; Laskowski & Badurowicz, 2014; Latulipe et al., 2015; Leach et al., 2014; Mekler et al., 2015; Morschheuser et al., 2014; Pedro et al., 2015b; Perry, 2015; Poole et al., 2014; Shi et al., 2014; Sillaots, 2014; Simoes et al., 2015; Su & Cheng, 2015; Utomo & Santoso, 2015) |
Non-ABC | 11 (21%) |
Cat | Paper | Game elements | Gamified activity | Reported Outcome |
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B | (Holman et al., 2013) | Badges, leveling, autonomy, leaderboard, grade predictor | Overall class activities | The impact of grade predictor on planning the work over the course |
(Landers & Landers, 2015) | Leaderboards | Course project activities | Improves time on task | |
(Lehtonen et al., 2015) | Points, badges, leaderboard | Online Java exercises | Increases the use of an open learning environment | |
(Smith et al., 2014) | Merit points, badges, voting | Online discussions | Improves participation and quality of online discussions | |
A | (Hakulinen et al., 2015) | Badges | Homework exercises | Improves motivation |
(Hasegawa et al., 2015) | Points, trials, character, ranking, progress | Vocabulary learning | Motivates continuous learning | |
C | (Attali & Arieli-Attali, 2015) | Points | Assessment | No effect on performance |
(Jang et al., 2015) | Points, levels, life points, avatars, feedbacks, time pressure | Tutorial driven learning activities | Improves learning performance | |
(Long & Aleven, 2014) | Stars/badges | Problem solving with re-practicing | Does not improve learning | |
(Paiva et al., 2015) | Points, badges | Interaction with ITS | Correlation between points, badges and learning |
Paper | Game elements | Gamified activity | Reported Outcome | |
---|---|---|---|---|
B + C | (Krause et al., 2015) | Points, achievements, leaderboards, avatars | Online course activities | Improves retention period and learning performance |
(Nevin et al., 2014) | Badges, levels, feedback, leaderboard, voluntary participation | Interactions with a learning environment | Increases knowledge retention, reduces attrition | |
(Pettit et al., 2015) | Challenge, competition, progress, status, achievement, prizes, chance, surprise, anticipation, humor | ARS interactions | Increases engagement and learning | |
A + C | (Bonde et al., 2014) | Simulation, narrative, fictional characters | Lab activity | Increases learning outcomes and motivation |
(Hanus & Fox, 2015) | Badges, leaderboard, virtual coins, pseudonyms | In-class and out-of-class activities | No improvement of satisfaction, empowerment, academic performance |
Paper No | Reason (data collection/statistical evidence) |
---|---|
(Amriani et al., 2014) | Small population size (38 students); Short period of study (2 weeks) |
(Anderson et al., 2015) | Study several variables - unclear which one contributed to the observed outcomes |
(Auvinen et al., 2015) | Comparison of two approaches - a gamified version and a version with heatmaps |
(Barrio et al., 2015) | Short study period (four 90 min sessions) |
(Bernik et al., 2015) | Short study period (two weeks) and limited context |
(Boskic & Hu, 2015) | Weak evaluation, based on interviews with the instructor who taught all 7 classes and one student |
(Boticki et al., 2015) | Reported statistical results show medium effect size and low R squared values |
(Codish & Ravid, 2015) | Limited sample size and context (acknowledged by the authors) |
(Hew et al., 2016) | Short study period (23+ 19 days) with small population size (22 + 43) |
(Ibanez et al., 2014) | Evidence are inconclusive as acknowledged by the authors + Small population size (22 students) |
(Knutas et al. 2014b) | Small population size; No comparison group |
(Lambruschini & Pizarro, 2015) | Small population size. No comparison group |
(Laskowski & Badurowicz, 2014) | Reported positive and negative results (the gamified group had lower average grade) |
(Latulipe et al., 2015) | Study 3 factors at the same time, unclear which one led to improved performance |
(Leach et al., 2014) | Positive and negative results with no evidence of improved learning |
(Mekler et al., 2015) | Short study session (22 min) with self-reported measurement |
(Morschheuser et al., 2014) | Short study period (20 days) |
(Pedro et al., 2015b) | Small population size (16 students) for statistical significance; Short study period (1 h) |
(Perry, 2015) | Small population size (11 students). No control group. Weak evidence. |
(Poole et al., 2014) | Short study period (3 weeks) |
(Shi et al., 2014) | Short study period (two weeks); Small population size (20 students) |
(Sillaots, 2014) | Small population size (28 students) |
(Simoes et al., 2015) | Small population size (26 students); Single survey based on homework activity with no control group. |
(Su & Cheng, 2015) | Unclear measurements for the motivational outcomes |
(Tu et al., 2015) | Results do not support the predictive relationship between gaming personality and game dynamics |
(Utomo & Santoso, 2015) | Small population size (31 students); Short period of study (1 week) |