4,250
Views
31
CrossRef citations to date
0
Altmetric
Articles

The effects of gamification on students’ academic achievement: a meta-analysis study

ORCID Icon & ORCID Icon
Pages 1301-1318 | Received 27 Jan 2019, Accepted 31 May 2019, Published online: 03 Jul 2019
 

ABSTRACT

Whether gamification is an organized structure that contributes to student achievement, a simple pontification process or total nonsense is a matter of debate. In such, this study was conducted to provide a scientific answer while exhibiting the gamification effect on student achievement with the meta-analysis method, which is based on experimental research that investigates the effect of gamification on student achievement between 2010 and 2016. As a result of the completed meta-analysis, a common effect size value that was estimated by compiling experimental studies was found to be 0.557. This value shows that gamification has a moderately positive (Cohen, 1988) effect on student achievement. It is exhibited that there is no publication bias regarding determining the effect’s validity. Calculated 0.557 Hedges’ g value’s omega square equivalent is .072. This value shows that gamification has added 7.2% positive value to academic achievement according to 45 experimental results involving 3,487 students from different countries.

Disclosure statement

No potential conflict of interest was reported by the authors.

Correction Statement

This article has been republished with minor changes. These changes do not impact the academic content of the article.

Additional information

Notes on contributors

İbrahim Yıldırım

Ibrahim Yildirim is working at Harran University, Sanliurfa, Turkey. He earned his PhD in 2016 from Gaziantep University. His research interests focus on curriculum development, assessment and evaluation in education and educational technologies. His recent publication appeared in “The Internet and Higher Education” journal with the topic of gamification and other international peer-reviewed journals. He teaches courses about research methods and educational technologies at both undergraduate and graduate levels.

Sedat Şen

Sedat Sen is working at Harran University as PhD, Sanliurfa, Turkey. He earned his PhD in 2014 from University of Georgia. His research interests focus on quantitative methods, applied statistics, and psychometrics. His recent publications appeared in Applied Psychological Measurement, International Journal of Testing and other international peer-reviewed journals. He teaches courses about research methods, educational measurement, and statistics at both undergraduate and graduate levels.

This article is part of the following collections:
Gamification to engage learning

Log in via your institution

Log in to Taylor & Francis Online

PDF download + Online access

  • 48 hours access to article PDF & online version
  • Article PDF can be downloaded
  • Article PDF can be printed
USD 53.00 Add to cart

Issue Purchase

  • 30 days online access to complete issue
  • Article PDFs can be downloaded
  • Article PDFs can be printed
USD 296.00 Add to cart

* Local tax will be added as applicable

Related Research

People also read lists articles that other readers of this article have read.

Recommended articles lists articles that we recommend and is powered by our AI driven recommendation engine.

Cited by lists all citing articles based on Crossref citations.
Articles with the Crossref icon will open in a new tab.