SynthesisFrontiers in psychology2023
Examining the effectiveness of gamification as a tool promoting teaching and learning in educational settings: a meta-analysis.
Synthesis in Frontiers in psychology, 2023. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 21 papers, 2 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, 2 syntheses or guidelines pooled it.
- Exploring the Effectiveness of Gamification in Food Safety Training: A Systematic Review.Journal of food science · 2026Pooled it
- AI-driven gamification and metacognitive strategy development: a study of primary school English vocabulary learning from a self-regulated learning perspective.Frontiers in psychology · 2026Pooled it
- Impact VR: Building Socioemotional Resilience in Youth with Conduct Disorder.Prevention science : the official journal of the Society for Prevention Research · 2026Trial
- Using non-linear slide decks to administer individualized problem-based learning assessments within pharmacology education.British journal of clinical pharmacology · 2026Article
- An Exploratory Evaluation of Game Experience in a Gamified Online Telehealth Learning Module.Nursing open · 2026Article
- Gamification and Cognitive Factors: Research Hotspots, Knowledge Structure, and Future Directions Based on Bibliometric Analysis.Journal of Intelligence · 2026Article
- Boosting Pharmacy Foundational Science Education Through Game-Based Learning and Active Engagement Strategies.Pharmacy (Basel, Switzerland) · 2026Article
- Gamification is not just fun: the effect of gamification design elements on shaping intrinsic motivation and learning persistence.BMC psychology · 2026Article
- GUM: Gum Understanding Mission-A Serious Game to Improve Periodontitis Literacy Among University Students.Dentistry journal · 2026Article
- Catalysts of Change: Using AI To Lower the Activation Energy for Developing Gamified Learning Experiences in Health Profession Education.Medical science educator · 2026Article
- Health Benefits of Video Games in Adolescents and Young Adults.Current pediatrics reports · 2026Review
- ePhyLi digital tools improve student-teachers' physical literacy knowledge: evaluation of usability, user experience, and learning outcomes.Frontiers in sports and active living · 2026Article
- A gamified interactive E-book incorporating metacognitive self-regulation: effects on physics achievement, learning motivation, and metacognitive self-regulation ability in junior high school.Frontiers in psychology · 2026Article
- DEMATEL-based gamified instructional design for music teacher education.Frontiers in psychology · 2026Article
- Article
- Curious Games: Game Making, Hacking and Jamming as Critical Practice.Behavioral sciences (Basel, Switzerland) · 2025Article
- Play to learn: innovating embryology education through a web-based gamification platform, and evaluating its effects on medical students' reaction, learning, and behavior.BMC medical education · 2025Article
- Enhancing radiographic interpretation: effects of gamification on medical students' knowledge, skills, and satisfaction - a quasi-experimental study.BMC medical education · 2025Article
- Gamified interactive e-books for bullying prevention: enhancing knowledge and motivation in Chinese primary schools.Frontiers in psychology · 2025Article
- A Web-Based Intervention to Support a Growth Mindset and Well-Being in Unemployed Young Adults: Development Study.JMIR formative research · 2024Article
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
3 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
The integration of gamification into educational settings has gained recognition for its potential to boost student motivation, engagement, interest, and learning outcomes. Despite its popularity, research on gamification has produced mixed results regarding student learning outcomes. This meta-analysis aims to synthesize the existing empirical evidence on the effectiveness of gamification as a tool for promoting teaching and learning in educational settings. Forty-one studies with 49 independent samples involving more than 5,071 participants were included in our analysis. Results from random effects models showed an overall significant large effect size (
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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.