Evidence map›Paper›PMID 36300058›Full record

ArticleFrontiers in psychology2022

Play hard, study hard? The influence of gamification on students' study engagement.

Jun Chen, Mo Liang

Abstract read
In one paragraph

Article in Frontiers in psychology, 2022. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 6 papers.

0numbers the graph read from it
0cells of the map it votes in
6citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from 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.

2 · The registry

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.

3 · Its place in the literature

Who cites it

6 citing papers in PubMed.

  1. Article
  2. Article
  3. Article
  4. Article
  5. Review
  6. Article
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

2 authors.

Jun ChenLifelong Education College, Shanghai Jiao Tong University, Shanghai, China.
Mo LiangUSC-SJTU Institute of Cultural and Creative Industry (ICCI), Shanghai Jiao Tong University, Shanghai, China.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

In recent years, gamification is widely used in the education. In this article, we build one theoretical model to illustrate how gamification influences students' study engagement. To examine our hypotheses, we distributed our questionnaire surveys to 187 students from one university of China. Correlational analyzes, regression analyzes and confirmatory factor analyzes were used to test our hypotheses. The results show that gamification influences students' study engagement through the indirect effects of enjoyment and self-efficacy. Implications and future research directions are discussed.

Indexed as

educationenjoymentgamificationself-efficacystudy engagement

Identifiers

PMID36300058
PMCPMC9589250

What OpenQuestion holds

Textmetadata
LicenceCC BY
Read underepoch 390

Registered trials

None linked

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.