2021
DOI: 10.1007/s11423-021-10036-1
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A meta-analysis on the influence of gamification in formal educational settings on affective and behavioral outcomes

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Cited by 33 publications
(23 citation statements)
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“…Although several recent meta‐analyses have reported that gamification positively affects students' motivation (e.g. Mula‐Falcón et al., 2022; Ritzhaupt et al., 2021; Sailer & Homner, 2020), a closer examination of these published meta‐analyses reveals that they did not explicitly explain whether they focused on intrinsic or extrinsic motivation or their motivation outcomes also included other constructs. For example, although Ritzhaupt et al.…”
Section: Directions For Further Research Concerning Online Flipped Cl...mentioning
confidence: 97%
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“…Although several recent meta‐analyses have reported that gamification positively affects students' motivation (e.g. Mula‐Falcón et al., 2022; Ritzhaupt et al., 2021; Sailer & Homner, 2020), a closer examination of these published meta‐analyses reveals that they did not explicitly explain whether they focused on intrinsic or extrinsic motivation or their motivation outcomes also included other constructs. For example, although Ritzhaupt et al.…”
Section: Directions For Further Research Concerning Online Flipped Cl...mentioning
confidence: 97%
“…Mula-Falcón et al, 2022;Ritzhaupt et al, 2021;Sailer & Homner, 2020), a closer examination of these published meta-analyses reveals that they did not explicitly explain whether they focused on intrinsic or extrinsic motivation or their motivation outcomes also included other constructs. For example, although Ritzhaupt et al (2021) reported a positive and significant effect size for the influence of gamification on students' affective outcomes, the affective outcomes included not only motivation but also learner self-efficacy, perceived learning, perceived ease of use and attitude.…”
Section: Gamification Can Improve Student Learning Performance But It...mentioning
confidence: 99%
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“…With regard to the game elements, several recent systematic reviews ( [13,[26][27][28]) found that points, badges and leaderboards (the popular tern known as PBL) are the most used game elements ( [26,27,29]), but it is widely accepted that these elements are a good start for creating engagement, but using other deeper game elements or dynamics helps to improve engagement and motivation ( [13,30,31]).…”
Section: Apar Design Framework: Activities Points Achievements and Re...mentioning
confidence: 99%
“…Then, the results are obtained by statistical analysis of the studies (Pigott, 2012). The first step to provide a systematic literature review is to determine the academic databases in which the research will be conducted (Ritzhaupt, et al, 2021). After selecting academic databases covering a wide variety of disciplines that publish educational research, the process followed to collect the necessary data was determined (TRDizin, SOBIAD, OAJI, ROAD, ERIC (Education Resources Information Center), DRJI, ASOS Index, DOAJ, published and unpublished theses in the database of the National Thesis Center of the Council of Higher Education (CoHE)).…”
Section: Literature Search Strategymentioning
confidence: 99%