Gamification positively and significantly affects students' perceptions of autonomy¶
Claim · All claims
Evidence · 1 study · quant-synthesisr2·q3·i2medium
Currency · newest study 2024 · checked against its sources 2026-10-29 (automated, 1 of 1 entry) · not reviewed by a person
Subclaims¶
Reading the evidence codes
q is the design tier, i the impact, n the sample, and the kind with its r
the rigour judged within that kind: what each code means.
This claim: no standardized effect is recorded in observations/ for it yet, so no benchmark reading is possible.
q3 i2 Eleven independent studies showed gamification contributed to students' perceived autonomy (Hedges' g = 0.638). → Liuyufeng Li 2024
Evidence¶
Liuyufeng Li 2024¶
Liuyufeng Li, Khe Foon Hew, Jiahui Du. (2024). Gamification enhances student intrinsic motivation, perceptions of autonomy and relatedness, but minimal impact on competency: a meta-analysis and systematic review. Education Tech Research Dev. https://doi.org/10.1007/s11423-023-10337-7
q3 · i2 · quant-synthesis · r2
Random-effects meta-analysis of the 11 independent interventions reporting autonomy data. The pooled effect favored gamified learning; the article describes this as a positive and significant effect on perceptions of autonomy.
"Eleven independent studies reported statistical data on autonomy, and the results showed that gamification contributed to the students' perceived autonomy (Hedges' g = 0.638, 95% CI [0.139, 1.136], p = 0.012)"
Discussion¶
Related Claims¶
- Gamification significantly facilitates students' perceptions of relatedness, based on few interventions — related
- Gamification has minimal impact on students' perceived competence — related
- Two major challenges undermine gamification's effect on intrinsic motivation: students' lack of perceived competence and lack of perceived autonomy — related
- IMI motivation ratings after four weeks of Mangomon play were moderate (all sub-scale means below 4.00), highest for effort/importance and lowest for perceived choice — related
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