Effects of gamification on mathematics motivation show substantial heterogeneity (I² = 80.74%), mostly within-study¶
Claim · All claims
Evidence · 1 study · quant-synthesisr2·q3
Currency · newest study 2026 · not yet checked against its sources · 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 i? Variance decomposition attributed 31.56% of total variance to between-study differences and 49.18% to within-study heterogeneity, with overall I² = 80.74%. → Ratinho 2026
Evidence¶
Ratinho 2026¶
Ratinho, E., Figueiredo, M., Estêvão, D., Faísca, L., & Martins, C. (2026). Gamification on Mathematics Engagement and Motivation in Secondary School and Higher Education: A Systematic Review and Meta-Analysis. Educational Psychology Review. https://doi.org/10.1007/s10648-025-10108-1
q3 · i? · quant-synthesis · r2
Heterogeneity analysis within the three-level CHE-RVE meta-analysis of 29 effect sizes from 11 studies. The article reports "The overall I2 was 80.74%", indicating most variability cannot be attributed to sampling error alone; no effect size is printed for this decomposition.
"Variance decomposition showed that 31.56% of the total variance was attributable to between-study differences (Level 3), whereas 49.18% reflected within-study heterogeneity (Level 2) arising from multiple correlated outcomes reported within the same studies. The overall I2 was 80.74%"
Discussion¶
Related Claims¶
- Gamification has small positive effects on cognitive, motivational and behavioral learning outcomes — related
- Most of the 45 reviewed studies report positive gamification effects on motivation and engagement in mathematics; only four report negative effects — related
Page metadata
| Field | Value |
|---|---|
type |
claim |
id |
gamification-mathematics-heterogeneity-substantial |
title |
Effects of gamification on mathematics motivation show substantial heterogeneity (I² = 80.74%), mostly within-study |
description |
Effects of gamification on mathematics motivation show substantial heterogeneity (I² = 80.74%), mostly within-study |
status |
review |
evidence_strength |
moderate |
newest_evidence |
2026 |
generated |
by process:wiki-ingest on 2026-10-21 |
trust |
unverified — no one has confirmed this page's content |
sources |
1 — ratinho-2026 |
Frontmatter is the page's machine-readable record — see the Schema & Guide.