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GoalsReview

Classes with game features may help learning, but studies varied a lot.

HelpedThe short version

Across 41 studies, students with game features did better than those in ordinary classes.

A girl of about ten lifts a star badge onto a stepped stand on a classroom table while a classmate sits and watches.
49
studies pooled
5,071
students in schools and universities
3 tools
tested

The review

  1. Who took part

    About 5,000 students took part in 41 studies, from primary school to university. The subjects included science, maths and business.

  2. What they did

    Classes added game features such as points, badges and leaderboards, and were compared with classes without them. The game features ran from under a week to more than a semester, online, in person or both.

  3. What happened

    Students in classes with game features did better overall; grades and test scores rose more than in ordinary classes. Engagement rose a little, and the motivation result was not clear, since it came from three studies. Some of the review's numbers don't agree with each other, so treat the sizes with care.

What the review found

  1. HelpedGoals

    Across 41 studies, students with game features did better than those in ordinary classes.

    Pooled analysis of 49 studies with 5,071 people · vs classes with no game features · ⚠ the studies disagreed a lot; whole programmes were tested, so no single part can be credited

  2. HelpedGoals

    Across 30 groups, students with game features got better school results than in ordinary classes.

    Pooled analysis of 30 studies · vs classes with no game features · ⚠ results look too good to be true; whole programmes were tested, so no single part can be credited

  3. Across 16 groups, students with game features were more engaged than in ordinary classes.

    Pooled analysis of 16 studies · vs classes with no game features · ⚠ whole programmes were tested, so no single part can be credited

  4. No differenceMotivation

    Across three groups, students with game features were not clearly keener to learn than in ordinary classes.

    Pooled analysis of 3 studies · vs classes with no game features · they rated themselves · ⚠ results look too good to be true; whole programmes were tested, so no single part can be credited

How solid is this?

  • Large group
  • Numbers unreliable
  • Results look too good to be true
  • Whole programmes were tested, so no single part can be credited

Source

Examining the effectiveness of gamification as a tool promoting teaching and learning in educational settings: a meta-analysis (2023)

DOI: 10.3389/fpsyg.2023.1253549 (opens in a new tab)

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