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Table 13 Characterization of Studies Based on Game Mechanics, Learning Context, Measurements and Outcomes

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

Paper

Game elements

Subject

Gamified activity

Sample size

Duration

Data collection

Outcome

(Amriani et al., 2014)

Points, badges, leaderboard, status, levels, unlockable content, customization

Web development, Game development

Learning interactions in Virtual Realty

93 learners

12 weeks for each module

Exploratory data analysis: log data from VR + Questionnaire

Improved participation + engagement

(Anderson et al., 2015)

Badges, points, competition, leaderboard

Intro to Data Science

Assessment

37 students randomized into gamified and control groups

1 class period

Performance on test problems + comments on the system

Improved performance

(Attali & Arieli-Attali, 2015)

Points

Mathematics

Assessment

1218 Adults + 693 grades 6–8 students randomized into gamified and control groups

1 test session

Recorded accuracy and speed in test performance

The effect of points on performance (accuracy + speed)

(Auvinen et al., 2015)

Badges, heatmap

Data Structures and Algorithms

Online exercises

Gamified group (N = 254), heatmap group (N = 109)

2 semesters

System logs + numerical feedback

Differences in reacting to gamification feedback

(Barata et al., 2014)

XPs, badges, levels, leaderboard, challenges

Multimedia Content Production

Course activities

35 enrolled students (12 + 23)

1 semester

Student performance + accumulated XP

Effects of gamification on different student types

(Barrio et al., 2015)

Points

Unspecified

Learning activities using SRS

131 (62 + 69) students

4 sessions (90 min each)

Surveys + posttest

Improved motivation,

attention, learning performance

(Bernik et al., 2015)

Points, badges, leaderboard, progress

3D Modeling

Learning activities in a course module

28 + (27 control group) students

2 weeks

Pre-post-test + Questionnaire

Improved performance

(Bonde et al., 2014)

Lab simulation + narrative + fictional characters

Biology

Lab activities

91 students (gamified + control groups)

40 days

Learning outcomes

Increase in learning outcomes and motivation

(Boskic & Hu, 2015)

Choice, role playing, feedback

Education course

Course assignments

25 students

13 weeks

Interview (an instructor + a student)

Increased engagement understanding

(Boticki et al., 2015)

Badges

N/A

Mobile app- based learning activities

305 primary school students

1 school year

Systems logs, observations, feedback

Motivated a specific category of students

(Chang & Wei, 2015)

40 gamification mechanisms

Unspecified

Coursera, edX Udacity, based activities

35 frequent users + 5,020 learners

Unspecified

Questionnaire

Gamification mechanics identified as engaging

(Christy & Fox, 2014)

Leaderboards

Mathematics

Assessment

80 women randomized into 3 groups male-dominated leaderboard, female-dominated leaderboard and control groups

1 experimental test

Tests score + self-assessment of math and academic skills

Leaderboards create stereotype threat

(Codish & Ravid, 2014)

Points, badges, leaderboards, narrative

Software analysis and design

In-class and course project activities

Two course (n = 102 and n = 58)

Two consecutive courses

2 Quasi-experiments + 4 surveys

Personal differences in perceived game mechanics

(Codish & Ravid, 2015)

Points, badges, riddles

Software analysis and design

LMS - interactions

38 undergraduates students

One semester

Questionnaire + log analysis

Evidence for GBP to predict playfulness

(Davis & Klein, 2015)

Badges

N/A

Afterschool learning

High school students

 

Pre-, during and post- focus groups, usability tests

Evidence for students’ perceptions of badges (contextual)

(Hakulinen et al., 2015)

Badges

Data Structures and Algorithms

Homework exercises

281 randomized - control and treatment groups

1 semester

System logs and students’ attitudes from feedback

Improved motivation

(Hanus & Fox, 2015)

Badges, virtual coins, leaderboard, pseudonyms

Communication course

In-class and out-of-class activities

80 students divided in gamified and non-gamified courses

One semester (16 W)

Four surveys + Exam scores

Satisfaction, empowerment, academic performance

(Hasegawa et al., 2015)

Points, trials, character, ranking, progress

English

Vocabulary learning

27 undergraduate/graduate

Unspecified

Survey

Motivated continuous learning

(Herbert et al., 2014)

Points, badges, leaderboard, status, levels, unlockable content, customization

Web development, Game development

Learning interactions in Virtual Realty

93 learners

12 weeks for each module

Log data from VR + questionnaire + exploratory data analysis

Relation between learner gamification typology and learner interactive behavior

(Hew et al., 2016)

Points, badges, leaderboard

Designing Questionnaire

Project activities

22 (11 + 11)

43 (21 + 22) students

2 studies 3 + 19 days

Log analysis +test scores

The effect of gamification on engagement

(Holman et al., 2013)

Badges, leveling, leaderboard, autonomy,

grade predictor

Information studies, Political theory

Class activities

292 + 231 students

1 semester

Analyzing system logs

The impact of grade predictor on planning the work over the course

(Ibanez et al., 2014)

Badges, leaderboards

Operating systems

Course activities

22 undergraduate students

1 semester

Log files + pre-post-tests

The effect of gamification on engagement and learning.

(Jang et al., 2015)

Levels, point, life points, avatars, feedbacks, time pressure

Photoshop

Learning activities

114 students randomized into gamified and control groups

Unspecified

Pre- and post-tests

Improved learning performance

Knutas et al. (2014a)

N/A

Software engineering

Collaborative teamwork

17 students

5 day period

Classroom interactions + interviews + survey

Profiling based on gamification preference

Knutas et al. (2014b)

Points, badges, up-vote or down-vote

Introductory programming

Collaborative learning

249 students

1 semester

System logs + survey

Positive effect on student collaboration

(Krause et al., 2015)

Achievements, points, leaderboards, avatars

Python for statistical analysis

Online course activities

71 control, 67 game condition

1 semester

Tests and quizzes performance

Improved retention period, and learning performance

(Lambruschini & Pizarro, 2015)

Points, badges, leaderboard

Process management

Course participation

94 students

1 semester

Single survey - 13% response

Increased communication, participation, punctuality

(Landers & Landers, 2015)

Leaderboards

Industrial/organizational psychology

Course project activities

109 students randomized into gamified and control groups

1 semester

Recorded project activities

Improved time on task

(Laskowski & Badurowicz, 2014)

Points, leaderboards, badges

Service-Oriented Architectures

All course activities

62 master students randomized into gamified and control groups

1 semester

Attendance + performance on tests, assignments, projects

Improved engagement and performance

(Latulipe et al., 2015)

Stamps, tokens, leaderboards

CS1

In-class course activities

92 + 65 students

2 semesters

Surveys – twice per semester

Encouraged harder work and engagement

(Leach et al., 2014)

Badges, points

Technology and society

Online class activities

50 students randomized into gamified and control groups

85 days

Recorded student online activities

Increased online activities and learning performance

(Lehtonen et al., 2015)

Points, badges, leaderboard

Open online learning - Java

Online Java exercises

13 577 users

9 years

Log analysis

Increased usage of the open learning environment

(Long & Aleven, 2014)

Stars/badges

Middle school mathematics

Problem solving with re-practicing

267 students randomized into gamified and control groups

5 class periods

Pre- and post-tests + recorded data

Does not improve learning

(Mekler et al., 2015)

Points, levels and leaderboard

Unspecified

Image annotation

273 students −130 autonomy, 143 control oriented

22 min session

Tracking the amount of tags generated

Increased competence need (negative) and performance (positive)

(Morschheuser et al., 2014)

Points, badges personas

N/A

Interaction with PLE

70 participants

20 days

Questionnaire

Increased intention to use the PLE

(Nevin et al., 2014)

Badges, levels, feedback, leaderboard, voluntary participation

Medical education

Interactions with a learning environment

152 participants + focus group (n = 17)

1 academic year

Log data from the platform and from the focus group

Increased knowledge retention, reduce attrition

(Paiva et al., 2015)

Points, badges

High school mathematics

Interactions with ITS

100 students

Unspecified

Log data (100 students)

Correlation between XPs, badges and learning - positive

(Pedro et al., 2015a)

User-generated badges

N/A

Badges creation, attribution

Learning platform users

1 academic year

System logs

Participation badge creation and attribution

(Pedro et al., 2015b)

Points, badges, levels, feedback, ranking

Middle school mathematics

Interactions with VLE

7 girls and 9 boys divided randomly in two groups

1 h

The score with the gamified system

Improved performance, reduced undesirable behaviors in VLE

(Perry, 2015)

Points, badges

French language

Interactions with Language learning system

11 students

1 semester

Pre- and post- questionnaires, focus groups, recordings of the sessions

Increased playfulness and engagement in learning

(Pettit et al., 2015)

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

medical microbiology

ARS interactions

91 students (86%)

2/3 semester

Questionnaire

Increased engagement and learning

(Poole et al., 2014)

Points, leaderboards

Accounting

Class activity

55 students in gamified and traditional classes

3 weeks

Test score, survey

Increased engagement, foster learning

(Shi et al., 2014)

Leaderboard, progress, feedback, social status,

Unspecified

Interactions via a learning environment

20 students

2 weeks

Survey + system logs

Increased intrinsic motivation

(Sillaots, 2014)

Goals, avatar, XPs, feedback scoreboard, levels, luck, competition

Research methods

In-class activities

28 IT students

1 semester

questionnaire

Mixed acceptance of game elements

(Sillaots, 2015)

Goals, avatar, XPs, feedback scoreboard, levels, luck, competition, game vocabulary

Computer games

Game design activities

23 students

1 semester

Observation, group interview, questionnaire

Perception of game elements incorporated in a course

(Simoes et al., 2015)

Badges, points, leaderboard

Unspecified

Homework in Schooooools

26 primary school students

1 homework

Psychometric survey

Increased disposition to the experience flow

(Smith et al., 2014)

Merit points, badges, voting

Engineering/IT

Online discussions

1586 students

6 weeks

Participation data and survey

Improved participation and quality of online discussion

(Su & Cheng, 2015)

Badges, leaderboard, missions

Botanics

Field activities

3 fourth-grade classes (1 + 2)

3 weeks

Questionnaire + pre- and post-test

Increased motivation and learning

(Tu et al., 2015)

Badges

Unspecified

Test activities

71 master students

14 weeks

Survey

Relation between gaming personality and game dynamics

(Tvarozek & Brza, 2014)

Interactive badges

Introductory programming + Advanced algorithms

Programming exercises

186 students

1 semester for each course

Surveys + badge interactions

Relation between badge interaction and engagement

(Utomo & Santoso, 2015)

Badges, progress bar

Student-centered learning

Online learning activities

31 students

1 week

Focus group + feedback forms

Fostered learning activities