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Gamification for educational purposes: What are the factors contributing to varied effectiveness?

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Abstract

Gamification refers to the use of game-design elements or mechanisms in non-game contexts to promote the expected behaviours. Though theoretically promising, empirical studies reported mixed results as to the effectiveness of gamification in educational practices. To understand this issue better, this author selected 44 articles on the topic of educational gamification with the use of a bibliometric analysis software HistCite, followed by a descriptive content analysis on these articles. This author examined three issues, including how effective the educational gamification implementations were in previous empirical studies, how the effectiveness has been measured, and what factors contribute to varied effectiveness results. One significant output of the current study is the redefinition of two terms: game elements refer to “the obvious game-like elements that are frequently used in digital games or gamification, which are concrete nouns”, and gamification mechanisms refer to “the underlying guidelines that make gamification activities engaging, which are abstract nouns that relate to humans’ innate psychological needs”. What’s more, the content analysis helped summarise a framework describing what makes gamification engaging, which contains goal, visualisation, immediate feedback, adaptation, challenge, competition, reward, and fun failure. Limitations and suggestions for future studies have been discussed.

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Data availability

The datasets generated and analysed during the current study are available from the corresponding author on reasonable request.

Abbreviations

PBL :

Points, badges, and leaderboard

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Zhanni Luo as the sole author is responsible for the completion of the current manuscript including research design, data collection, data analysis, manuscript draft, revision, and proofreading.

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Correspondence to Zhanni Luo.

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All procedures performed in studies involving human participants were in accordance with ethical standards. Informed consent was obtained from all individual participants included in the study.

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This author declares that there are no competing interests.

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Luo, Z. Gamification for educational purposes: What are the factors contributing to varied effectiveness?. Educ Inf Technol 27, 891–915 (2022). https://doi.org/10.1007/s10639-021-10642-9

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  • DOI: https://doi.org/10.1007/s10639-021-10642-9

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