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Table 7 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

(Boskic & Hu, 2015)

Choice, role playing, feedback

Course assignments

Increased engagement understanding?

(Ibanez et al., 2014)

Badges, leaderboard

Course activities

Confirmation of the effect of gamification on engagement and learning?

(Krause et al., 2015)

Points, achievements, leaderboards, avatars

Online course activities

Improved retention period and learning performance

(Laskowski & Badurowicz, 2014)

Points, badges, leaderboard

Overall course activities

Improved engagement and performance?

(Lehtonen et al., 2015)

Points, badges,

Online class activities

Increased online activities and learning performance?

(Nevin et al., 2014)

Badges, levels, feedback, leaderboard, voluntary participation

Interactions with a learning environment

Increased knowledge retention, reduced attrition

(Pedro et al., 2015b)

Points, badges, levels, feedback, ranking

Interactions with a Virtual Learning Environment (VLE)

Improved performance, reduced undesirable behaviors in VLE?

(Pettit et al., 2015)

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

Interactions with an Audience Response System (ARS)

Increased engagement and learning

(Poole et al., 2014)

Points, leaderboards

Class activities

Increased engagement, fosters learning?

A

+

C

(Barrio et al., 2015)

Points

Learning activities using a Student Response System (SRS)

Improved motivation, attention, learning performance?

(Bonde et al., 2014)

Simulation, narrative, fictional characters

Lab activities

Increased learning outcomes and motivation

(Hanus & Fox, 2015)

Badges, leaderboard, virtual coins, pseudonyms

In-class and out-of-class activities

Improving satisfaction, empowerment, academic performance not confirmed

(Mekler et al., 2015)

Points, levels, leaderboard

Image annotation

Increased competence need and performance?

(Su & Cheng, 2015)

Badges, leaderboard, missions

Field activities

Increased motivation and learning?

A + B

(Perry, 2015)

Points, badges

Interactions with a language learning system

Increased playfulness and engagement in learning?