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Bar chart

Gamification effects on learning outcomes

Pooled effect sizes for gamified vs non-gamified instruction, by type of outcome

Bar chart of gamification effects on learning outcomes: cognitive g 0.49, motivational g 0.36, behavioural g 0.25.
The effect on test scores is the most robust of the three. The motivation effect is the one students feel, and the least stable. Source: Sailer and Homner, Educational Psychology Review, 2020

A bar chart of the pooled effects of gamification on three kinds of learning outcome, from the Sailer and Homner meta-analysis. Test performance showed the largest and most stable effect, while effects on motivation and behaviour were smaller and less robust in high-rigour studies. Quality officers and programme directors can use it when judging a gamified course: ask students about their experience, but check learning with assessment data. Koji can run short interviews that ask students separately how game elements felt and whether they changed how they studied.

What's in this bar chart

Hedges g
Cognitive outcomes0.49
Motivational outcomes0.36
Behavioural outcomes0.25

Random-effects estimates from 19, 16 and 9 comparisons.

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<p>Source: <a href="https://www.koji.so/visuals/gamification-effects-learning-outcomes-meta-analysis">Gamification effects on learning outcomes</a>, Koji</p>