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Table 11 Categorization of studies falling in two categories: Behavioral and Cognitive (B + C), Affective and Cognitive (A + C), Affective and Behavioral (A + B)

From: Gamifying education: what is known, what is believed and what remains uncertain: a critical review

 

Paper

Game elements

Gamified activity

Reported Outcome

B

+

C

(Krause et al., 2015)

Points, achievements, leaderboards, avatars

Online course activities

Improves retention period and learning performance

(Nevin et al., 2014)

Badges, levels, feedback, leaderboard, voluntary participation

Interactions with a learning environment

Increases knowledge retention, reduces attrition

(Pettit et al., 2015)

Challenge, competition, progress, status, achievement, prizes, chance, surprise, anticipation, humor

ARS interactions

Increases engagement and learning

A

+

C

(Bonde et al., 2014)

Simulation, narrative, fictional characters

Lab activity

Increases learning outcomes and motivation

(Hanus & Fox, 2015)

Badges, leaderboard, virtual coins, pseudonyms

In-class and out-of-class activities

No improvement of satisfaction, empowerment, academic performance