Effects of Gamification on Behavioral Change in Education: A Meta-Analysis.
Int J Environ Res Public Health
; 18(7)2021 03 29.
Article
in En
| MEDLINE
| ID: mdl-33805530
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.Key words
Full text:
1
Collection:
01-internacional
Database:
MEDLINE
Main subject:
Reward
/
Students
Type of study:
Prognostic_studies
/
Systematic_reviews
Limits:
Adult
/
Humans
Language:
En
Journal:
Int J Environ Res Public Health
Year:
2021
Document type:
Article
Affiliation country:
United States