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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.
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Int. J. Environ. Res. Public Health 2021, 18, 3550. https://doi.org/10.3390/ijerph18073550 www.mdpi.com/journal/ijerph
Review
Effects of Gamification on Behavioral Change in Education:
A Meta-Analysis
Jihoon Kim
1
and Darla M. Castelli
2,
*
1
Physical Education Teacher Education, Department of Curriculum and Instruction, The University of Texas
at Austin, Austin, TX 78712, USA; jihoonkim@utexas.edu
2
Health Behavior & Health Education, Department of Kinesiology and Health Education, The University of
Texas at Austin, Austin, TX 78712, USA
* Correspondence: dcastelli@utexas.edu
Abstract: Background: Gamified reward systems, such as providing digital badges earned for spe-
cific 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 data-
bases: 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: gamification; education; behavior change; badges; leaderboard; motivation;
meta-analysis
1. Introduction
Motivation is a mental process that brings about and maintains goal-oriented actions
[1]. It is essential for learning and the acquisition of knowledge [2]. One factor influencing
teaching and learning is the increased 24/7 access and reliance on the Internet and mobile
devices. Expanded access to the Internet has changed the way we learn [3]. It is not just
the expanded access to information, but also interactive social media, streaming videos,
enabled online gameplay, and public health information that influence learning [4].
Online learning environments can be enriching because of timely student feedback and
the multiplicity of platforms for expression and simulation. Given the paucity of research
about gamified learning instructional strategies, the impact of such benefits needs to be
quantified [5]. Specifically, online gamified learning as a motivational strategy in educa-
tion and how gamification is related to student motivation and performance warrants
further investigation. Empirical research is essential to determine the possible online gam-
ification effects of badges, leaderboards, wearable devices, and community challenges to
increase student motivation.
One common gamification method is the use of achievement badges. Typically, there
is no practical value in being awarded a badge; however, attaining a badge creates a sense
Citation: Kim, J.; Castelli, D.M.
Effects of Gamification on
Behavioral Change in Education: A
Meta-Analysis. Int. J. Environ. Res.
Public Health 2021, 18, 3550.
https://doi.org/
10.3390/ijerph18073550
Academic Editor: William Evans
Received: 9 December 2020
Accepted: 18 March 2021
Published: 29 March 2021
Publisher’s Note: MDPI stays neu-
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Copyright: © 2021 by the authors. Li-
censee MDPI, Basel, Switzerland.
This article is an open access article
distributed under the terms and con-
ditions of the Creative Com-mons At-
tribution (CC BY) license (http://crea-
tivecommons.org/licenses/by/4.0/)
Int. J. Environ. Res. Public Health 2021, 18, 3550 2 of 13
of satisfaction because receipt of a badge acknowledges progress toward accomplishing
the desired outcome. The pursuit of badges is an emotional investment that symbolizes
the magnitude of a challenge [5]. Using badges as rewards for achieving goals have a long
history. For example, organizations like the Boy Scouts of America and Girl Scouts of
America award badges for demonstrating a specific proficiency of a skill (e.g., starting a
fire). For adults, airlines award elite status for meeting threshold amounts of travel [6].
The strength and utility of an educational badging system are related to the learning en-
gagement and assessment. The conscious awareness of emotional commitment can enrich
the learning experience and help the students see the inherent value of refining or obtain-
ing a new skill. It is believed that the strength and utility of an educational badging system
are associated with the context and should be directly aligned with the learning engage-
ment and assessment strategies [7].
Commercially, gamification has been successfully integrated into platforms, espe-
cially social ones, to create targeted relationships between the software application and
the users to drive viral behaviors that increase popularity [8]. It has been proposed that
gamification likely has its place in education to increase student engagement and motiva-
tion to achieve learning standards [9]. Its potential benefits may address well-known is-
sues as, e.g., the lack of student motivation due to the limited capacity of interaction with
teachers and students [10].
Self-Determination Theory (SDT) is a motivation process with three emotional states
of intrinsic motivation, extrinsic motivation, and amotivation [11]. SDT is grounded in
three essential human psychological needs: competence, autonomy, and relatedness [12].
Competence, knowing that one was successful, can be enhanced from feedback for success
[13]. Autonomy is defined as the degree to which individuals perceive themselves as re-
sponsible for the initiation of the behavior. Relatedness is the need to perceive that one
can associate with others and with the social world in general [14]. Because gamification
includes online badges, ownership, and leaderboard [15], it can be a factor covers compe-
tence, autonomy, and relatedness to fulfill intrinsic motivation.
Recent research has tried to find connections between SDT and gamification using
meta-analysis. These find shows the overall significant, small positive effects of gamifica-
tion on cognitive, motivational, and behavioral learning outcomes in a general learning
environment [16]. Additionally, another meta-analysis confirms this result that gamifica-
tion does appear to have a positive and significant small to medium effect on student
learning outcomes in educational settings [17].
These studies led researchers to theorize that gamification could also be used in ed-
ucation as a tool to increase students’ engagement and to drive them toward desirable
learning behaviors [18]. The potential benefits of gamified learning may address public
issues such as the lack of student motivation due to the limited interaction with teachers
and students [19].
For this review, gamification was operationalized as any gamelike element applied
in a non-game context like a learning environment [20]. Gamification is thought of as both
a game element and as the process of creating gameful experiences to increase motivation
to sustain desired behaviors [21]. The following gamification elements were examined
within the review: badges, leaderboard, points, achievements, levels, story/theme, clear
goals, feedback, rewards, progress, and challenge, because these have been linked to in-
creased motivation [9]. Acquiring gamification rewards motivates the learner to partici-
pate in the educational environment and activities continuously. The action of earning
badges can thus drive the acquisition of knowledge and skill [10].
Accordingly, this study aimed to summarize existing research related to using online
gamification platform in education. This research was designed to answer the following
research questions: How does gamification influence learners’ motivation (e.g., participa-
tion level) and performance (e.g., test score)? Do gamification effects differ across age,
length of the program, and type of outcome measure? We believed that this systematic
review of the literature would reveal gaps in our understanding of how gamification is
Int. J. Environ. Res. Public Health 2021, 18, 3550 3 of 13
being used as an approach to increase motivation. We anticipated that gamification ele-
ments would have different degrees of influence on motivation and that such differences
would be based on the characteristics of the sample, the chronological age of the partici-
pants, and the context or circumstance under which the gamification elements were being
applied. Identifying and addressing the gaps in the literature has implications for gamifi-
cation in an educational setting.
2. Materials and Methods
The present systematic review was conducted using the Preferred Reporting Items
for Systematic Reviews and Meta-Analyses (PRISMA) [22] to identify the gamification ef-
fects on student motivation and performance in education. The number of gamification
articles in 2010 (n = 63) has exponentially increased (2019, n = 1290), thus reflecting its
importance as a motivational strategy in interventions.
2.1. Procedure
The PRISMA checklist was organized into the procedural steps of identification,
screening, eligibility, and included. The PRISMA flowchart displays an overview of the
process.
2.1.1. Search Procedure and Selection Criteria
At the outset of the review, each term of interest, “gamification” and “education,”
was operationally defined and used as a search term. Related antecedents or words that
may have similar meanings were identified and included in the search, such as “online
badges,” “leaderboards,” and “motivational affordance” were included in the search fil-
ters because it had been identified as keywords in other gamification publications. We
excluded “game-based learning” and “serious game” using the game itself rather than
gamification that uses the application of game-design elements such as online badges and
online leaderboard.
The search syntax was “gamification” AND “education” AND “motivational af-
fordance” AND “online badges” AND “leaderboard” NOT (“game-based learning” AND
“serious game” AND “online game”). The term “gamification” first appeared in 2008 [23],
but it was not used widely in the research area until 2010 [24]. The search engines of Aca-
demic Search Complete, Communication & Mass Media Complete, Education Source,
ERIC, Library Information Science & Technology Abstracts, and PsycINFO were used to
identify relevant studies published between 2010 and 2019. Reference sections of studies
were also examined to identifying additional studies that met the inclusion criteria.
The search findings were screened to eliminate any articles that do not meet the min-
imum inclusion criteria. For example, non-empirical articles or unpublished dissertations
were excluded from the analysis. The following were the inclusion criteria for the review:
(a) peer-reviewed, articles published in English, (b) empirical research with a control
group, (c) gamification elements rather than on game-based learning or full games, (d)
gamification was an independent or exposure variable, and (e) education setting.
Figure 1 displays the steps of identification, screening, eligibility, and inclusion that
were carried out. Initially, 253 potential studies on gamification effects on learner out-
comes were identified and screened. Fifty-eight duplicate articles were removed, while 12
additional articles were identified from the reference list of the original articles. After
screening by the title and authors of the articles, there were another 86 records removed
from consideration because 53 abstracts revealed that the article was not relevant to the
current study, 20 articles were about exergaming only and did not include the gamifica-
tion elements of interest in this review, and 13 articles were studies that were not con-
ducted in an educational context. In the screening step, 101 abstracts were read, resulting
in the elimination of 20 articles because these were not relevant to this present study. In
addition, of the 101 abstracts, 83 potential citations were excluded. Because the articles
Int. J. Environ. Res. Public Health 2021, 18, 3550 4 of 13
were not experimentally designed to compare between an experimental and a control
group for conducting a meta-analysis.
Figure 1. Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) flow chart.
2.1.2. Assessment of Study Methodological Quality
During the screening step, two reviewers inspected the full text of included studies
and independently coded the research methodological to assess its rigor using the Downs
and Black checklist [25]. The modified Downs and Black checklist permitted the reviewers
to determine the quality of the research across different methodologies and approaches
[26,27]. The modified checklist was utilized to analyze the study’s validity and power
more explicitly. With a sum score of 28, the higher score indicated a higher level of meth-
odological rigor. For example, if a power or sample size calculation was mentioned, it
scored a 1. If the sample size and power calculation were explained and whether the num-
ber of participants was mentioned and appropriate for the addressed question, this also
earned 1 point. All discrepancies between reviewers were resolved through research team
debriefing and consensus. The percentage agreement for two raters was calculated for
inter-rater reliability (reporting: 88.8%, external validity: 90.6%, internal validity: 91.4%,
and power: 94%). Any study that scored relatively low on methodological quality was not
considered for inclusion in the meta-analysis.
2.1.3. Data Extraction and Coding
Five categories of variables were extracted and coded from each of the included stud-
ies: (a) study characteristics (study year, author), (b) participant characteristics (age (k-12),
college students, and adults), (c) intervention length (less than 1 h, 2–16 weeks, and 1–2
years), (d) gamification type (online badges, leaderboard, levels, progress bar, points, and
avatars), and (e) statistical data (control and treatment outcomes). Again, all codes were
confirmed using two raters, research team debriefing, and consensus. The percentage
agreement for two raters was calculated for inter-rater reliability (study characteristics:
95.5%, participant characteristics: 93.9%, intervention length: 84.8%, gamification type:
Int. J. Environ. Res. Public Health 2021, 18, 3550 5 of 13
81.8%, and statistical data: 93.9%). The primary outcome variables were defined as
changes in learner’s test scores and participation levels across three different age groups,
intervention length, and measurement (Table 1).
Table 1. Characteristics of gamification intervention studies included in the meta-analysis.
Study (Year)
Treatment n
Control n
Age Group
Intervention Length
Measurement Outcome
Education Field
Allam et al. (2015)
[28] 28 40 Adult Weeks Test score Badges, leaderboard, points
Medical education
Auvien et al. (2015)
[3]
215
215
CS
Weeks
Test score
Badges, points Computer science
254 254 CS Weeks Test score
De Marcos et al. (2017)
[29]
175
139
CS
Weeks
Test score
assessment
Computer science
177 139 CS Weeks PL
De Marcos et al. (2014)
[30]
106 72 CS Years Test score
progress bar Computer science
112 72 CS Years PL
Denny et al. (2018)
[31]
702 702 CS Weeks Test score Badges, points Online education
521 180 CS Weeks Test score
Hakulinen et al. (2015)
[32]
86 195 CS Weeks PL Badges, leaderboard, points
Computer science
86
195
CS
Weeks
PL
Hamari (2017)
[33]
1579
1401
Adult
Years
PL
Badges Online trading activity
1579 1401 Adult Years PL
1579 1401 Adult Years PL
1579
1401
Adult
Years
PL
Hanus & Fox (2015)
[34] 71 71 CS Weeks PL Badges, leaderboard Communication
Harms et al. (2017)
[35]
21 19 Adult Hours PL Badges, avatar, progress bar
Physical activity
21 19 Adult Hours Test score
Huang and Hew (2015)
[36]
21 19 CS Weeks PL
progress bar General Education 21 19 CS Weeks PL
19 16 CS Weeks Test score
Kim et al. (2016)
[37]
448 299 CS Weeks PL
Badges, leaderboard Engineering 448 299 CS Weeks PL
51 47 CS Weeks PL
Lam et al. (2018)
[38] 22 30 K-12 Weeks PL Leaderboard, points, ESL writing
Landers et al. (2015)
[39] 33 49 Adult Hours Test score Leaderboard, points, Brainstorming
Lombriser et al. (2016)
[40]
51 21 Adult Hours PL
level, challenges, avatar, pro-
gress bar, storytelling, prize
Engineering 51 21 Adult Hours Test score
51
21
Adult
Hours
PL
Ortiz-Rojas et al. (2019)
[41] 55 34 Adult Hours Test score Leaderboard Computer programing
Poondej et al. (2016)
[42] 273 273 CS Weeks PL Badges, leaderboard, point,
progress bar
Information literacy
skills
Silpasuwanchai et al.
(2016) [43] 19 6 CS Hours PL Badges, leaderboard, points
Memory
Turan et al. (2016)
[44] 46 48 K-12 Weeks Test score Badges, leaderboard, points
Technology software
CS = college students; K-12 = kindergarten through 12th grade; ESL = English as a Second language; PL = participation
level; Hours = less than 1 h; Weeks = 2–16 weeks; Years = 1–2 years.
To determine the influence of moderator variables on gamification’s overall effect
size (ES) values for learner’s behavioral change, we extracted three variables (age, inter-
vention length, and measurement) from each included study. Age was classified as kin-
dergarten through 12
th
grade (K-12), college students, and adults. Two studies included
K-12, 10 studies included college students, and 6 studies included adults. Intervention
length was classified as days, weeks, and years to discover whether variation in the length
of the gamification intervention produced differential effects on the learner’s behavioral
change. Measurement outcome was categorized as a test score or participation level.
When there was insufficient data information to compute an ES, we contacted the corre-
sponding author of each related study via email to obtain means and standard deviation.
Int. J. Environ. Res. Public Health 2021, 18, 3550 6 of 13
2.2. Data Analysis
The researcher conducted a meta-analysis on the findings from the systematic re-
view, using the codes from the PRISMA guidelines and the mean difference values from
research articles. The mean ES values, along with 95% CIs, were estimated using a ran-
dom-effects model for all outcomes [3,28–44] displayed in Table 1. To compute ES
measures, mean group differences of final test score and participation level between gam-
ification and control group were used. According to Cohen’s [45] definition, ESs were
classified as small = 0.2, medium = 0.5, and large = 0.8.
The heterogeneity of weighted mean ES was examined through moderator analysis
using Cochran’s Q statistics (Q) [46]. When the Q statistic was significant (p < 0.05), it in-
dicated heterogeneity of effects, so we performed additional analyses to examine the effect
of each moderator. The amount of potential publication bias was also analyzed via visual
inspection of a funnel plot and Egger’s test of the regression intercept and used this as a
final determination for inclusion. All statistical data analyses were conducted using Com-
prehensive Meta-Analysis version 2 software program that provides a complete set of an-
alytical ways to conduct a meta-analysis [47].
3. Results
A total of 253 publications from 5 databases and 12 potentially relevant studies from
the reference lists of the included articles were considered for further review. After a pre-
liminary review, 58 studies were eliminated due to their inability to meet criteria and du-
plication. We retrieved information from the remaining 207 studies first by title and ab-
stract, then by full-text, but upon screening these studies did not meet the inclusion crite-
ria (i.e., 86 and 20 studies by step). Full texts of the remaining 83 studies were reviewed
for a detailed assessment. A total of 18 studies provided sufficient data to compute an ES
and were included in this analysis. The methodological quality of the included studies
was fair (mean ± standard deviation (SD) 17.11 ± 1.37, ranging from 15 to 20, considering
the maximum score of 28) according to the previous research [27]: excellent [26–28], good
[20–25], fair [15–19], and poor (<15). No studies had quality scores outside two standard
deviations of the mean. Average scores for each measurement domain were: (a) reporting
(9.00 of 11), (b) external validity (0.94 of 3), (c) internal validity (7.17 of 13), and (d) power:
(0 of 1).
3.1. Overall ES
The weighted mean ES values, 95% confidence interval (CI), and a forest plot are
provided in Figure 2. Overall, 32 ESs were calculated from the 18 studies. The results from
ES calculations indicated that the treatment (gamification) effect was statistically signifi-
cant (Cohen’s d (ES) = 0.48, 95% CI = 0.33, 0.62), moderate, and positive mean ES, using a
random-effects model. This finding indicated that gamification is a useful motivational
tool to increase learner’s behavioral outcomes.
3.2. Moderator Analysis
Moderator analyses were performed to examine the effect of age (i.e., K-12, college
students, and adults) and intervention length (i.e., days, weeks, and years) as independent
variables and measurement (i.e., test score and participation level) as dependent variable
on overall weighted mean ES. Table 1 indicates the results of moderator analysis, which
provides ES, 95% CI, and Cochran’s Q statistic for each moderator variable (Table 2.)
Cochran’s Q test is a nonparametric statistical test that assesses whether the treatments
have the same effects among groups [48].
The results of moderator analysis indicate that the Q statistic for the age (K-12, college
students, and adults) and intervention length (less than 1 h, 2–16 weeks, and 1–2 years)
were statistically significant. The Q statistic for age, Q between (Qb) = 26.27, df = 2, p <
0.01, explained the heterogeneity of ESs. The adults intervention (ES = 0.95, 95% CI = 0.70,
Int. J. Environ. Res. Public Health 2021, 18, 3550 7 of 13
1.12) appeared to be more effective than K-12 (ES = 0.92, 95% CI = 0.29, 1.55) and college
students intervention (ES = 0.15, 95% CI = −0.04, 0.35). The Q statistic for the intervention
length also indicated that less than 1-h intervention (ES = 1.57, 95% CI = 1.25, 1.90) ap-
peared to be more effective than 2–16 weeks (ES = 0.39, 95% CI = 0.21, 0.57) and 1–2 years
(ES = −0.20, 95% CI = 0.40, 0.77) intervention groups in behavioral change.
Figure 2. Standardized mean difference effect sizes, 95% CI and a forest plot.
Table 2. Effect sizes by moderator variables in the meta-analysis.
Moderator Variables n ES
95% CI
Qb
Lower
Upper
Age
K-12
146
0.92
0.29
1.55
College students
5780
0.15
−0.04
0.35
26.27 **
Adults
12,455
0.95
0.70
1.12
Intervention
length
Days
492
1.57
1.25
1.90
Weeks
12,282
0.39
0.21
0.57
67.20 **
Years
18,381
−0.20
−0.47
0.09
Int. J. Environ. Res. Public Health 2021, 18, 3550 8 of 13
Measurement
Test score
3059
0.30
0.03
0.18
3.38
Participation level
15,322
0.60
0.40
0.77
** p < 0.01
3.3. Publication Bias
Meta-analysis results may not describe the population of interest due to publication
bias, which happens when studies with statistically significant results tend to be pub-
lished than studies with statistically nonsignificant results. The funnel plot was created to
assess the presence of publication bias (Figure 3). When publication bias has occurred,
sections of the funnel may be missing, or the plot may become very asymmetrical [49].
The plot appears to be more positive effects than negative ones; however, Egger’s test of
regression intercept was 1.46 (p = 0.22), which indicates that the potential for publication
bias was minimized across the studies.
Figure 3. Funnel plot of all 32 effects from treatment and control samples.
4. Discussion
We examined the relationship between gamification, as specific elements and as a
process, and a behavioral change in education settings using the meta-analysis technique.
The results show that the gamification strategy has a moderate, positive effect on engage-
ment behaviors and test scores. This study also examined if age, intervention length, and
measurement type influence the effectiveness of the gamification intervention. The find-
ings in this study are based on 32 data sets from 18 experimental design studies. We real-
ize that this body of literature is growing exponentially and that even though this is an
adequate volume of experimental data to conduct these analyses, we acknowledge that
additional experimental research was conducted concurrently and could not be included
in this review. Consequently, this is viewed as one of the leading researches [16,17] to
quantify and qualify gamification effects in educational settings using meta-analysis.
4.1. Developmental Stage and Gamified Interventions
In the present study, participants were categorized into three different age groups
(K-12, college students, and adult non-student), where each group has a different ratio of
the amount and estimated their ESs. There is a significant difference in ESs between the
three age groups in this study. The gamified intervention effects were most significant for
older adults compared to those of K-12 and college students. This result indicates that
Int. J. Environ. Res. Public Health 2021, 18, 3550 9 of 13
there might be a possibility that younger age people and older people were more inter-
ested in gamified factors in education than college students’ age groups. Contextual and
developmental factors may have influenced the effectiveness of interventions focused on
these portions of the lifespan, but such an analysis was beyond the scope of this review.
Older adults demonstrated the highest engagement compared to college students
and K-12 students. Wang and colleagues [50] found that older users are more easily influ-
enced by social modeling than younger adults. Leaderboards are a mechanism of social
comparison. One’s place or absence on the leaderboard can have differential effects re-
lated to mastery and ego-oriented motivation. The more inferior effect of social influence
on the younger generation, maybe because they have been exposed to a gamified strategy
at a younger age [51]. This result was contrary to previous research that the influences of
age in technology adoption and usage have designated that younger technology users
value the technology’s usefulness more than older [52]. As a transitional stage, it can be
assumed that young adults possibly lost their interest in gamified features that they held
when they are young. Older participants are attracted to the gamified elements because
they emphasize ease of achieving goals by reflecting progress [53]. The novelty of the
gamified elements is likely driving the effects [54]. Over time, college students’ age and
developmental stage have shifted away from exclusively emerging adulthood to repre-
senting a diversity of developmental stages across the lifespan. Instructors in higher edu-
cation need to be aware that gamification could be useful for more non-traditional and
older adults. These finding warrants further investigation to understand the effects of a
gamification strategy in education by age groups.
4.2. Length of Gamified Interventions
Given the data reviewed in this study, there is an optimal length of gamified inter-
ventions. People often prefer short-term rewards rather than long-term rewards in mod-
ern life [55], and this cognitive inclination is called hyperbolic discounting [56]. Gamified
interventions lasting days were significantly more impactful than those lasting 1–2 years.
This finding provides a practical implementation that learners possibly have more moti-
vation for learning or participation in intensive, short-term scenarios than in extended
education settings [57]. It is recommended that we investigate students’ needs and moti-
vations to carefully plan and examine the rewarding design, considering timing and du-
ration to adequately address the motivational affordances that create compelling socially
gamified learning experiences [58]. Further, the timing of new challenges (e.g., gamified
as levels or events) and how long it takes someone to earn a new badge) need to be inves-
tigated in relation to the developmental stage, context, and intervention length, as more
data are needed to support the reliability of this assertion.
4.3. Behavioral Change and Learning Outcome
This study indicated ESs for different outcome measurements to examine if gamifi-
cation affects differently on outcome measurements such as participation level and test
score. These results have shown that there is no significant difference in outcome meas-
urement. However, participation level (ES = 0.60, 95% CI = 0.40, 0.77) had higher effect
size than those of test score (ES = 0.30, 95% CI = 0.03, 0.18). This result suggests that gam-
ification has more effect on a learner’s participation level than a test score. Increased learn-
ing time, such as participation level, may develop learning skills and academic achieve-
ment [59]. Subsequently, it is expected that educators improve learners’ participation lev-
els (e.g., learning time) using gamification strategy, impacting learning outcomes [60].
4.4. Study Delimitations and Limitations
These meta-analysis findings are significant because gamification is an emerging and
growing issue in education [58]. Although this direct mechanism has not yet been ade-
quately investigated in educational settings, it has been confirmed that the gamification
Int. J. Environ. Res. Public Health 2021, 18, 3550 10 of 13
strategy increased the learner’s behavioral change, including test score and participation
level. Therefore, although limited in scope, experimental investigation supports the hy-
pothesis that gamification motivates learners’ positive reviewers’ change. This study’s
main strength was the deliberation of gamification as a motivation strategy for learners’
positive behavioral change and learning outcome in education. This study has also shown
the moderating effect of age group, intervention length, and measurement type, which
could help plan gamification-based education programs.
Another distinctive characteristic of this study was the methodological quality. The
average Downs and Black Scale total score was fair (mean ± standard deviation (SD) 17.11
± 1.37, ranging from 15 to 20, considering the maximum score of 28). Consideration of
study quality is a unique feature of this gamification study. The meta-analysis has shown
that gamification affects learners’ positive behavioral change, but there are limitations ex-
plaining its impact on learners’ behavior. Most of the studies used diverse gamification
elements, including online badges and leaderboards only, and some combined with other
sources such as progress bar or rewards points. Future research should aim to use objec-
tive measurable treatments, e.g., online badges and leaderboards only.
All studies in this meta-analysis were quasi-experimental instead of randomized con-
trol experimental design because there are limitations for conducting randomized sam-
pling in an educational setting. Although the overall ES of our study demonstrated that
the gamification strategy has moderate effects on the learner’s behavioral change (ES =
0.48), the results should be interpreted with caution due to the lack of casual outcomes.
Based on the funnel plot, studies indicating that the publication bias was minimized
across the studies.
4.5. Implications for Gamified Educational Learning
The present study examined the overall ES of gamification on learners’ behavioral
change. The evidence suggests that gamification has a moderate and positive effect on
learner’s behavioral change in gamified intervention studies. The results indicated that
gamification impacts are similar across all types of outcome measurements. However, the
different age groups and intervention lengths have a diverse effect on the learner’s behav-
ioral change. The gamification effect on college students is relatively lower than those of
school ages students and adults. However, a fundamental question driving every meta-
analytic research is generalizability [61]. Therefore, it should be careful to conclude that
college students are not highly motivated by the gamified teaching method. However,
this result can imply that educators should be cautious in designing game mechanics at
college-level programs.
Contrary to previous findings suggesting that gamified interventions of 20 weeks
offering badges to children who participated in physical activity breaks in the classroom
significantly increased children participation [7], the summary of research, in comparison
to college students and older adults, did not produce the same degree of behavior change.
Short-term gamification intervention with K-12 students in their participation level has
shown the comparatively most significant effect of learners’ behavioral change, and so we
would advocate for its continuation, but recommend that intervention length, gamifica-
tion elements and its timing, and developmental stage be thoughtfully mapped onto the
outcome variable. It is based on the same idea that gamified or gameful motivational tools
are most beneficial to younger ages [62]. The evidence presented here can help design
optimal gamification interventions that maximize increases in K-12 learners’ positive be-
havioral change.
5. Conclusions
The variations in gamification effect across different intervention length and the sig-
nificant impact of moderators suggest that different conditions influence gamification’s
effects on behavior change. The present study results can provide useful information for
educators to use gamification as an effective intervention strategy. Additional research is
Int. J. Environ. Res. Public Health 2021, 18, 3550 11 of 13
also needed to use more gamification types (i.e., online badge, leaderboard, progress bar,
points, and avatar) and diverse programs in K-12 educational settings.
Author Contributions: Conceptualization, J.K. and D.M.C.; methodology, J.K. and D.M.C.; soft-
ware, J.K.; validation, D.M.C.; formal analysis, J.K. and D.M.C.; investigation, J.K. and D.M.C.; re-
sources, J.K.; data curation, J.K. and D.M.C.; writing—original draft preparation, J.K. and D.M.C.;
writing—review and editing, D.M.C.; visualization, J.K.; supervision, D.M.C.; project administra-
tion, J.K. and D.M.C. All authors have read and agreed to the published version of the manuscript.
Funding: This research received no external funding.
Institutional Review Board Statement: The study was conducted according to the guidelines of the
Declaration of Helsinki, and approved by the Institutional Review Board of The University of Texas
at Austin (protocol code: 2019-03-0092, date of approval: 04/15/2019).
Informed Consent Statement: Not applicable.
Data Availability Statement: Not applicable.
Conflicts of Interest: The authors declare no conflicts of interest.
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