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      Effects of Gamification on Behavioral Change in Education: A Meta-Analysis

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          Abstract

          Background: Gamified reward systems, such as providing digital badges earned for specific accomplishments, are related to student engagement in educational settings. The purpose of this study was to conduct a meta-analytic review to quantify the effects of gamified interventions on student behavioral change. Methods: A meta-analysis was performed using the following databases: The Academic Search Complete, Communication & Mass Media Complete, Education Source, ERIC, Library Information Science & Technology Abstracts, and PsycINFO. Inclusion in the review required: (a) peer-reviewed conducted between 2010 and 2019, (b) experimental controlled design, (c) gamification elements, and (d) educational setting. Results: Using a random-effects model, a statistically significant (Cohen’s d (ES) = 0.48, 95% CI = 0.33, 0.62) gamification effect was evidenced by moderate and positive grand effects sizes (ES). Gamification effects were higher with adults in higher education (ES = 0.95) than K-12 students (ES = 0.92). Brief interventions delivered in days or less than 1 week were significantly more effective (ES = 1.57) than interventions lasting up to 20 weeks (ES = 0.30). Interventions incorporating gamification elements across years (ES = −0.20) was adversely associated with behavioral change. Conclusions: Findings suggest that short-term over longer-term gamified interventions might be a promising way to initiate changes in learner’s behaviors and improve learning outcome.

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          Preferred reporting items for systematic reviews and meta-analyses: the PRISMA statement.

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            Bias in meta-analysis detected by a simple, graphical test

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              User Acceptance of Information Technology: Toward a Unified View

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                Author and article information

                Contributors
                Role: Academic Editor
                Journal
                Int J Environ Res Public Health
                Int J Environ Res Public Health
                ijerph
                International Journal of Environmental Research and Public Health
                MDPI
                1661-7827
                1660-4601
                29 March 2021
                April 2021
                : 18
                : 7
                : 3550
                Affiliations
                [1 ]Physical Education Teacher Education, Department of Curriculum and Instruction, The University of Texas at Austin, Austin, TX 78712, USA; jihoonkim@ 123456utexas.edu
                [2 ]Health Behavior & Health Education, Department of Kinesiology and Health Education, The University of Texas at Austin, Austin, TX 78712, USA
                Author notes
                [* ]Correspondence: dcastelli@ 123456utexas.edu
                Author information
                https://orcid.org/0000-0002-8862-578X
                Article
                ijerph-18-03550
                10.3390/ijerph18073550
                8037535
                33805530
                7dd8e9e9-8388-4601-98d7-449814c94271
                © 2021 by the authors.

                Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license ( http://creativecommons.org/licenses/by/4.0/).

                History
                : 09 December 2020
                : 18 March 2021
                Categories
                Review

                Public health
                gamification,education,behavior change,badges,leaderboard,motivation,meta-analysis
                Public health
                gamification, education, behavior change, badges, leaderboard, motivation, meta-analysis

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