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GoalsReview

Game parts gave small knowledge gains; motivation and task gains were less certain.

HelpedThe short version

Across 19 studies, game parts raised knowledge test scores more than ordinary teaching did.

A calm woman at a desk flicks a game die up off her open workbook and watches it land again.
19
studies pooled
1,686
learners in schools, universities and workplaces
3 tools
tested

The review

  1. Who took part

    Learners in schools, universities, workplaces and informal courses took part. The three main analyses covered 1,686 learners for knowledge, 2,246 for motivation and 951 for tasks.

  2. What they did

    Game parts were added to learning, such as stories, characters, competition or teamwork. Each game group was compared with learners who did the same work without game parts. The studies ran from one day to more than half a year.

  3. What happened

    In the strictest studies, the knowledge gains held up, but the motivation and task gains did not hold up. The task gains appeared in studies that did not assign people by chance, but not in those that did. Three studies with very large knowledge gains were dropped after the authors looked at the chart of results.

What the review found

  1. HelpedGoals

    Across 19 studies, game parts raised knowledge test scores more than ordinary teaching did.

    Pooled analysis of 19 studies with 1,686 people · vs ordinary teaching without game parts · ⚠ whole programmes were tested, so no single part can be credited; mixes trials with other kinds of study

  2. Game parts made learners more motivated than ordinary teaching, but strict studies found no clear gain.

    Pooled analysis of 16 studies with 2,246 people · vs ordinary teaching without game parts · they rated themselves · ⚠ the studies disagreed a lot; whole programmes were tested, so no single part can be credited; mixes trials with other kinds of study

  3. HelpedGoals

    Compared with ordinary teaching, game parts gave task results a small boost, but the strictest studies found no clear gain.

    Pooled analysis of 9 studies with 951 people · vs ordinary teaching without game parts · behaviour was recorded · ⚠ whole programmes were tested, so no single part can be credited; mixes trials with other kinds of study

  4. HelpedGoals

    Competing as a team gave clear task gains over ordinary teaching, but solo games did not.

    Pooled analysis of 3 studies with 135 people · vs ordinary teaching without game parts · behaviour was recorded · ⚠ whole programmes were tested, so no single part can be credited; mixes trials with other kinds of study

How solid is this?

  • Large group
  • Whole programmes were tested, so no single part can be credited
  • Mixes trials with other kinds of study

Source

The Gamification of Learning: a Meta-analysis (2019)

DOI: 10.1007/s10648-019-09498-w (opens in a new tab)

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