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The Active Methodology of Gamification to Improve Motivation and Academic Performance in Educational Context

A Meta-Analysis

Bibliographic Data

ID12968135
AuthorsJavier Mula-Falcón (0000-0002-1977-7026, Universidad de Granada, corresponding author), Iñaki Moya-Roselló (University of Manchester), Alberto Ruiz‐Ariza (0000-0003-0351-1490, Universidad de Jaén)
Year2022
Volume14
Issue2
Pages32-32
Publication date2022-04-12
Open AccessYes
TypeARTICLE
VenueReview of European Studies (JOURNAL)
Journal identifiersISSN: 1918-7173 • E-ISSN: 1918-7181
PublisherCanadian Center of Science and Education (PUBLISHER)
DOI10.5539/res.v14n2p32
OpenAlexW4223983382
LanguageEN
Citations received6
References cited11

Gamification is an active methodology that involves using game elements in a non-game situation. Gamification has shown to increase motivation and learning in different types of academic students; however, the educational literature shows inconclusive findings. The aim of this meta-analysis is to analyse the effects of gamification on motivation and academic performance in an educational context. Sixteen interventions carried out between January 2010 and the end of January 2022 were retrieved from the databases and included in this meta-analysis. One study was carried out in Primary school, three in Secondary school, and twelve in universities. Four papers analysed the effects on motivation, five on academic performance and seven on both. Results showed that gamification could increase the motivation (SMD = 0.51; 95% CI [0.29, 0.73]; I2 59%; p < 0.00001) and academic performance (SMD = 0.89; 95% CI [0.45, 1.32]; I2 90%; p < 0.0001) in all the educational stages. The implications of including gamification programmes in the educational context are discussed

Context (archaeology · Intrinsic motivation · Mathematics education · Medical education · Meta-analysis · Pedagogy · Psychological intervention · Applied Psychology · Educational Games and Gamification · Medicine · Motivation and Self-Concept in Sports · Psychology · Social Psychology · Sports and Physical Education Research · Internal Medicine

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    Open Access•Yaiza Viñuela, Ana María de Caso Fuertes•Frontiers in Education•2023

  • Two-part onboarding for game-based learning environments

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  • Preservice Secondary School Teachers’ Knowledge and Competencies When Reflecting on the Incorporation of Gamification in the Teaching of Mathematics

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  • Gamification in Physical Education

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Citations per year2
Citation span2023 - 2025 (3)
Highly citedNo

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