Claims

Gamification has minimal impact on students' perceived competence

Claim · All claims
Evidence · 1 study · quant-synthesis r? · q3 · i1 small
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 i1 Twelve studies showed a marginally significant, minimal effect of gamification on perceived competence (Hedges' g = 0.277, CI lower bound 0.001). → 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 · i1 · quant-synthesis · r?

Random-effects meta-analysis of the 12 independent studies reporting competence data. The article concludes "these gamification interventions yielded minimal effect in enhancing students' perceived competence," with a confidence interval barely above zero.

"These data showed that the effect size of the influence of gamification on perceived competence was marginally significant (Hedges' g = 0.277, 95% CI [0.001, 0.553], p = 0.049)"

Discussion

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