Li Minzi, Ma Siyu, Shi Yuyang
Center for Linguistics and Applied Linguistics, Guangdong University of Foreign Studies, Guangzhou, China.
Law School, Peking University, Beijing, China.
Front Psychol. 2023 Oct 9;14:1253549. doi: 10.3389/fpsyg.2023.1253549. eCollection 2023.
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 ( = 0.822 [0.567 to 1.078]). The research performed the moderator analysis to scrutinize the effects of a number of factors on the relationship between gamification and student learning outcomes. The study uncovered significant moderating effects for user type, educational discipline, design principles for educational gamification, duration of "gameful" experience, and learning environment. However, measurement of student outcomes and publication type did not appear to have any significant moderating effect. Those findings hold important implications for improving and implementing gamification to promote teaching and learning in future research.
将游戏化融入教育环境已因其在提高学生动机、参与度、兴趣和学习成果方面的潜力而得到认可。尽管游戏化很受欢迎,但关于游戏化对学生学习成果的研究结果却喜忧参半。这项荟萃分析旨在综合现有的实证证据,以证明游戏化作为一种在教育环境中促进教学的工具的有效性。我们的分析纳入了41项研究,其中有49个独立样本,涉及超过5071名参与者。随机效应模型的结果显示,总体效应量显著且较大(=0.822[0.567至1.078])。该研究进行了调节效应分析,以审视诸多因素对游戏化与学生学习成果之间关系的影响。研究发现用户类型、学科领域、教育游戏化的设计原则、“游戏化”体验的持续时间和学习环境存在显著的调节效应。然而,学生成果的衡量方式和出版物类型似乎没有任何显著的调节效应。这些发现对于在未来研究中改进和实施游戏化以促进教学具有重要意义。