Physical Education Teacher Education, Department of Curriculum and Instruction, The University of Texas at Austin, Austin, TX 78712, USA.
Health Behavior & Health Education, Department of Kinesiology and Health Education, The University of Texas at Austin, Austin, TX 78712, USA.
Int J Environ Res Public Health. 2021 Mar 29;18(7):3550. doi: 10.3390/ijerph18073550.
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.
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.
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.
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.
游戏化奖励系统,例如为特定成就获得的数字徽章,与教育环境中学生的参与度有关。本研究的目的是进行元分析综述,以量化游戏化干预对学生行为改变的影响。
使用以下数据库进行元分析:学术搜索完整、传播与大众媒体完整、教育来源、ERIC、图书馆信息科学与技术摘要和心理信息。综述纳入的标准为:(a) 2010 年至 2019 年间进行的同行评审;(b) 实验对照设计;(c) 游戏化元素;和 (d) 教育环境。
使用随机效应模型,证据表明游戏化具有统计学意义的效果(Cohen's d (ES) = 0.48,95% CI = 0.33,0.62),具有中等且积极的总体效应大小(ES)。成人在高等教育中的游戏化效果(ES = 0.95)高于 K-12 学生(ES = 0.92)。在几天或不到 1 周内完成的简短干预比持续长达 20 周的干预更有效(ES = 1.57)。在多年内整合游戏化元素的干预措施(ES = -0.20)与行为改变呈负相关。
研究结果表明,短期游戏化干预可能比长期干预更能有效促进学习者行为的改变和提高学习成果。