SynthesisInternational journal of environmental research and public health2021
Effects of Gamification on Behavioral Change in Education: A Meta-Analysis.
Synthesis in International journal of environmental research and public health, 2021. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 21 papers, 4 of them syntheses that pooled it.
What it found
Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.
The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.
Who cites it
21 citing papers in PubMed, 4 syntheses or guidelines pooled it, 171 citations in OpenAlex.
- A Systematic Review and Meta-Analysis of the Effect of Gamified Clinical Skill Learning on Learning Outcomes in Undergraduate Nursing Education.The journal of nursing research : JNR · 2026Pooled it
- Exploring the Effectiveness of Gamification in Food Safety Training: A Systematic Review.Journal of food science · 2026Pooled it
- Effects of exergames on student physical education learning in the context of the artificial intelligence era: a meta-analysis.Scientific reports · 2024Pooled it
- Examining the effectiveness of gamification as a tool promoting teaching and learning in educational settings: a meta-analysis.Frontiers in psychology · 2023Pooled it
- The effect of a digital gamified breastfeeding counselling program on breastfeeding self-efficacy, breastfeeding success, and breast-related problems: a randomized controlled trial in Turkiye.Health education research · 2026Trial
- Stamp collecting game improves internship performance and experience in medical education.BMC medical education · 2025Trial
- Gamification is not just fun: the effect of gamification design elements on shaping intrinsic motivation and learning persistence.BMC psychology · 2026Article
- A Scoping Review of Game-Based Learning for Metacognitive Learning in Primary and Junior Middle Schools.Behavioral sciences (Basel, Switzerland) · 2026Review
- Designing for Engagement in Primary Health Education Through Digital Game-Based Learning: Cross-National Behavioral Evidence from the iLearn4Health Platform.Behavioral sciences (Basel, Switzerland) · 2025Article
- Article
- Effectiveness of remote gamification pulmonary rehabilitation intervention based on the health action process approach theory in older adults with chronic obstructive pulmonary disease: a pilot randomized controlled trial.Frontiers in medicine · 2025Article
- Gamification in education-teachers' perspectives through the lens of the theory of planned behavior.Frontiers in psychology · 2025Article
- The Feasibility of AgileNudge+ Software to Facilitate Positive Behavioral Change: Mixed Methods Design.JMIR formative research · 2024Article
- "Pharmacotrophy": a playful tournament for game- and team-based learning in pharmacology education - assessing its impact on students' performance.BMC medical education · 2024Article
- A Formative Evaluation of Diabetes Self-Management Education and Support Within the Virtual Medical Center.Journal of patient experience · 2024Article
- Effectiveness of gamification and selection of appropriate teaching methods of creativity: Students' perspectives.Heliyon · 2023Article
- Envisioning gamification in anesthesia, pain management, and critical care: basic principles, integration of artificial intelligence, and simulation strategies.Journal of anesthesia, analgesia and critical care · 2023Review
- Oral-Hygiene-Related Mobile Apps in the French App Stores: Assessment of Functionality and Quality.International journal of environmental research and public health · 2022Review
- Digital games and virtual reality applications in child abuse: A scoping review and conceptual framework.PloS one · 2022Article
- Gamification in education: A scientometric, content and co-occurrence analysis of systematic review and meta-analysis articles.Education and information technologies · 2022Article
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
2 authors at 1 institution in 1 country.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundGamified 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.
methodsA 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.
resultsUsing 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.
conclusionsFindings 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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What OpenQuestion holds
Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.