Effects of Gamification on Behavioral Change in Education: A Meta-Analysis

Int J Environ Res Public Health. 2021 Mar 29;18(7):3550. doi: 10.3390/ijerph18073550.

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.

Keywords: badges; behavior change; education; gamification; leaderboard; meta-analysis; motivation.

Publication types

  • Meta-Analysis
  • Review

MeSH terms

  • Adult
  • Humans
  • Learning
  • Reward*
  • Students*