Claims

Gamification has small positive effects on cognitive, motivational and behavioral learning outcomes

Claim · All claims
Evidence · 1 study · quant-synthesis r3 · q3 · i1 small · n=38 publications, 40 experiments (cognitive k = 19, N = 1686)
Currency · newest study 2020 · checked against its sources 2026-10-20 (automated, 1 of 1 entry) · not reviewed by a person

Gamification here means the use of game design elements (points, badges, leaderboards, game fiction, competition or collaboration) in non-game instruction, as distinct from learning through a full game.

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 i1 Random-effects models over studies published 2013–2017 found significant effects of gamification on cognitive (g = .49, 95% CI [0.30, 0.69], k = 19, N = 1686), motivational (g = .36, 95% CI [0.18, 0.54], k = 16, N = 2246) and behavioral learning outcomes (g = .25, 95% CI [0.04, 0.46], k = 9, N = 951), all with substantial heterogeneity; among experiments and pre/post quasi-experiments only the cognitive effect remained significant (g = .42). → Sailer & Homner 2020

Evidence

Sailer & Homner 2020

Sailer, M., & Homner, L. (2020). The Gamification of Learning: a Meta-analysis. Educational Psychology Review, 32(1), 77–112. doi:10.1007/s10648-019-09498-w

q3 · meta-analysis (random effects), power not established · i1 · small effects, g = .25 (behavioral) to g = .49 (cognitive) · n=38 publications, 40 experiments (cognitive k = 19, N = 1686) · quant-synthesis · r3

A meta-analysis of 38 publications reporting 40 experiments compared gamified instruction with non-gamified comparison conditions on three kinds of outcome. All three pooled effects were significant and heterogeneous (I² = 72.21%, 75.13% and 63.80%), and funnel plots and a selection model showed no publication bias. In a subsplit restricted to experimental designs and quasi-experiments with pre- and posttests, the cognitive effect held (g = .42, 95% CI [0.14, 0.68], k = 9, N = 686) while the motivational (g = .22, 95% CI [−0.11, 0.56]) and behavioral (g = .27, 95% CI [−0.16, 0.70]) effects were no longer significant. Game fiction, and competition combined with collaboration, moderated behavioral outcomes; duration did not moderate cognitive or behavioral outcomes. Read in full (open access, Springer).

"Results from random effects models showed significant small effects of gamification on cognitive (g = .49, 95% CI [0.30, 0.69], k = 19, N = 1686), motivational (g = .36, 95% CI [0.18, 0.54], k = 16, N = 2246), and behavioral learning outcomes (g = .25, 95% CI [0.04, 0.46], k = 9, N = 951)."

Studies bearing on this claim

Does adding a game layer to instruction raise outcomes, and which outcomes? This table gathers the studies behind this claim and the 9 narrower claims that bear on it: 8 distinct studies (4 causal, 2 quant-synthesis, 2 review), q2–q3, 3 of 8 with an effect size coded. One row per study, codes as each entry records them; no effect is averaged and no verdict is drawn. Built by scripts/synthesize_claim.py from eval/synthesis/; a row that looks wrong is fixed on the claim it comes from.

Study Design Effect as recorded Bears on this claim through
Sailer & Homner 2020 q3 · quant-synthesis · r3 i1 · small effects, g = .25 (behavioral) to g = .49 (cognitive) this claim
A. Pradheepa 2025 q2 · quant-synthesis · r2 i? Quizizz-based gamification improved word memorization over traditional methods for interme (supports); In one mixed-methods study of university students, reported in a review, gamified vocabula (supports)
Patricia D. Simon 2026 q2 · review · r3 i? Evidence on gamification's effect on engagement in adaptive learning platforms is mixed, w (qualifies)
Ogunsakin IB 2026 q2 · review · r2 i? Behavioural engagement indicators such as platform interaction and task completion do not (qualifies)
Tangkiengsirisin 2025 q2 · causal · r1 i3; i? Thai undergraduates' business vocabulary test scores rose from pre-test to post-test after (supports); IMI motivation ratings after four weeks of Mangomon play were moderate (all sub-scale mean (qualifies)
Frolli et al. 2023 q2 · causal · r1 i3 · large effect, partial η² = .891 (time × group) and .827 (group), as printed; 171.91 vs 139.29 words, F(1,46) = 219.215 Game-based vocabulary practice produced larger gains than traditional instruction for newl (supports)
Bingjun Li 2025 q2 · causal · r2 i? In a prior comparative evaluation, gamified phishing-detection modules produced better lea (supports)
Meg Guerreiro 2018 q2 · causal · r? i? Students taking gameful assessments report higher satisfaction than students taking tradit (supports)

Discussion

The motivational effect is the weakest-founded of the three. Gamification is usually adopted for motivation, yet the motivational effect did not survive the restriction to the more rigorous studies, while the cognitive effect did. The authors call all three effects "small"; on this wiki's bins the cognitive g = .49 falls in the medium band, and the subclaim is coded on the lowest of the three.

Which elements matter is not settled. The authors conclude that factors contributing to successful gamification are "still somewhat unresolved, especially for cognitive learning outcomes". The pooled effect is over many different combinations of elements, so it does not say that any one element (a streak, a leaderboard) works.

Scope. The studies date from 2013–2017 and span school, higher education, work-related and informal settings; none is specific to second-language learning. Narrower claims in the wiki test gamified vocabulary practice.

Page metadata
Field Value
type claim
id gamification-has-small-positive-effects-on-learning-outcomes
title Gamification has small positive effects on cognitive, motivational and behavioral learning outcomes
description Adding game design elements to instruction produced small positive pooled effects on cognitive, motivational and behavioral learning outcomes; only the cognitive effect held among the more rigorous studies.
status review
newest_evidence 2020
source_checked 2026-10-20
generated by claude/unspecified on 2026-09-30
trust unverified — no one has confirmed this page's content
sources 1 — sailer-homner-2020

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