From: Gamifying education: what is known, what is believed and what remains uncertain: a critical review
Paper | Stated Goals |
---|---|
(Amriani et al., 2014) | The effect ona learning participation |
(Anderson et al., 2015) | The effect of gamifying Learn2Mine system on student performance |
(Attali & Arieli-Attali, 2015) | The effect on test performance |
(Auvinen et al., 2015) | To compare analytically visualizations vs. gamification on student’s performance with different goal orientations |
(Barata et al., 2014) | To identify student types based on how they experience gamified courses |
(Barrio et al., 2015) | The effect of gamifying Student Response Systems |
(Bernik et al., 2015) | The effect on student achievement |
(Bonde et al., 2014) | The learning effectiveness of gamified simulation |
(Boskic & Hu, 2015) | To study the effect of transforming a traditional course into a role-playing game |
(Boticki et al., 2015) | To study how badge score predicts the student exam success |
(Chang & Wei, 2015) | To study the array of game mechanics used in MOOCs and their engaging effect |
(Christy & Fox, 2014) | The impact of leaderboards on performance re: the stereotype threat and social comparison |
(Codish & Ravid, 2014) | To study how learners perceive playfulness |
(Codish & Ravid, 2015) | To study the effectiveness of gamification behavior patterns as a measure of playfulness |
(Davis & Klein, 2015) | To study high school students’ perceptions of badges |
(Hakulinen et al., 2015) | The effect of badges on student behavior |
(Hanus & Fox, 2015) | The effectiveness of gamification longitudinally |
(Hasegawa et al., 2015) | The effect on motivating learners reluctant to continue learning |
(Herbert et al., 2014) | To understand the variation in motivation between learners with different gamification typologies |
(Hew et al., 2016) | The effect on Asian students performance |
(Holman et al., 2013) | The effect on coursework planning |
(Ibanez et al., 2014) | The effect on engagement and learning performance |
(Jang et al., 2015) | The effect on student learning |
Knutas et al. (2014a) | To identify learners’ gamification preferences |
Knutas et al. (2014b) | The effect on student collaboration in online learning |
(Krause et al., 2015) | The effect on retention and learning |
(Lambruschini & Pizarro, 2015) | The effect on LMS |
(Landers & Landers, 2015) | To understand the causal effect of gamifying a course project with leaderboards |
(Laskowski & Badurowicz, 2014) | The effect on engagement and quality of learning |
(Latulipe et al., 2015) | The effect on improving student engagement |
(Leach et al., 2014) | The effect on the results of graded assignments |
(Lehtonen et al., 2015) | The effect on the usage of the learning environment |
(Long & Aleven, 2014) | The effect on shared student/system control in a linear equation tutor |
(Mekler et al., 2015) | To study whether points, leaderboards and levels increase performance, competence need, satisfaction and intrinsic motivation |
(Morschheuser et al., 2014) | To study how to enhance user’s engagement with PLE |
(Nevin et al., 2014) | To understand how gamification affects acceptance and use of medical knowledge software |
(Paiva et al., 2015) | The effect on students’ learning in the MeuTutor |
(Pedro et al., 2015a) | The effect of badges co-creation on engagement and motivation |
(Pedro et al., 2015b) | The effect on reducing undesirable behaviors and increasing performance in VLE |
(Perry, 2015) | The effect on learning French as a second language |
(Pettit et al., 2015) | The effect on audience response systems |
(Poole et al., 2014) | The effect on engaging and learning generation Y students |
(Shi et al., 2014) | To identify the factors increasing intrinsic motivation in social e-learning environments |
(Sillaots, 2014) | To study the learners’ acceptance of game mechanics |
(Sillaots, 2015) | To study the learners’ perception of game elements |
(Simoes et al., 2015) | To study the impact of gamification on students’ engagement and how to measure that impact |
(Smith et al., 2014) | The effect on participation and quality of online discussions |
(Su & Cheng, 2015) | The effect on mobile learning systems |
(Tu et al., 2015) | To study the predictive effect of gaming personality on their game dynamic preferences |
(Tvarozek & Brza, 2014) | To study the creation of a badge as a tool for measuring students’ interest |
(Utomo & Santoso, 2015) | The effect on students’ motivation |