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Table 6 Categorization of the studies falling into a single category (Behavioral (B), Affective (A) or Cognitive (C))

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

Cat

Paper

Game elements

Gamified activity

Reported Outcome

B

(Amriani et al., 2014)

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

Learning interactions in Virtual Realty

Improved participation and engagement?

(Hew et al., 2016)

Points, badges, leaderboard

Project activities

The effect of gamification on engagement?

(Holman et al., 2013)

Badges, leveling, autonomy, leaderboard, grade predictor

Overall class activities

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

(Knutas et al., 2014)

Points, badges, up-vote, down-vote

Collaborative learning

Improved student collaboration?

(Lambruschini & Pizarro, 2015)

Points, badges, leaderboard

Course participation

Boosted communication, participation, punctuality?

(Landers & Landers, 2015)

Leaderboards

Course project activities

Improved time on task

(Latulipe et al., 2015)

Stamps, tokens, leaderboard

In-class course activities

Encouraged harder work and engagement?

(Lehtonen et al., 2015)

Points, badges, leaderboard

Online Java exercises

Increased use of an open learning environment

(Smith et al., 2014)

Merit points, badges, voting

Online discussions

Improved participation and quality of online discussions

(Utomo & Santoso, 2015)

Badges, progress bar

Online learning activities

Fostered learning activities?

A

(Auvinen et al., 2015)

Badges, heatmap

Online exercises

Differences in reacting to gamification vs. feedback?

(Boticki et al., 2015)

Badges

Mobile driven learning activities

Motivated a specific category of students?

(Christy & Fox, 2014)

Leaderboard

Assessment

Created stereotype threat in specific circumstances?

(Codish & Ravid, 2015)

Points, badges, riddles

Interactions with a Learning Management System (LMS)

Evidence that gamification behavior patterns predict playfulness

(Hakulinen et al., 2015)

Badges

Homework exercises

Improved motivation

(Hasegawa et al., 2015)

Points, trials, character, ranking, progress

Vocabulary learning

Motivated continuous learning

(Morschheuser et al., 2014)

Points, badges, personas

Interactions with a Personal Learning Environment (PLE)

Increased intention to use the PLE?

(Shi et al., 2014)

Leaderboard, progress, feedback, social status

Interactions with a learning environment

Increased intrinsic motivation?

(Sillaots, 2014)

Points, scoreboard, goals, avatar, feedback, levels, luck, competition

In-class activities

Mixed acceptance of game elements

(Simoes et al., 2015)

Points, badges, leaderboard

Homework in the Schooooools LMS

Increased disposition to the experience flow?

C

(Anderson et al., 2015)

Points, badges, leaderboard, competition

Assessment

Improved performance?

(Attali & Arieli-Attali, 2015)

Points

Assessment

No effect on performance

(Bernik et al., 2015)

Points, badges, leaderboard, progress

Learning activities within a course module

Improved performance?

(Jang et al., 2015)

Point, levels, life points, avatars, feedbacks, time pressure

Tutorial driven learning activities

Improved learning performance

(Long & Aleven, 2014)

Stars/badges

Problem solving with re-practicing

No improvement of learning

(Paiva et al., 2015)

Points, badges

Interaction with an Intelligent Tutoring System (ITS)

Correlation between points, badges and learning

  1. Note. The first column (Cat) contains the categories, while the second column contains the papers reporting the corresponding outcomes. The question mark ”?” placed after a statement in the outcomes column marks the corresponding results as inconclusive