Claims

No evidence of publication bias was found for the overall effect of gamification on intrinsic motivation

Claim · All claims
Evidence · 1 study · quant-synthesis r2 · q3
Currency · newest study 2024 · 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? Funnel plot inspection, Kendall's tau (τ = −0.02689, p = 0.82025), Egger's regression (α = −0.14994, p = 0.88721), and the fail-safe N (281 missing studies needed) found no publication bias. → 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 · i? · quant-synthesis · r2

Four publication-bias analyses were run on the meta-analytic dataset: funnel plot, classic fail-safe N test, Egger's regression, and Begg and Mazumdar's rank correlation. All indicated no bias; the fail-safe N was 281 null studies.

"For the overall effect to be statistically nonsignificant, 281 missing studies with zero mean effect size were required. We thus concluded that the overall average effect size observed in our study was not exaggerated by publication bias"

Discussion

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