Claims

Gamified web and mobile learning show moderate knowledge effects with greater variability than serious games

Claim · All claims
Evidence · 1 study · quant-synthesis r3 · q4 · i1 small
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.

q4 i1 Gamified web/mobile interventions showed a moderate pooled knowledge effect (SMD=0.55, 95% CI [0.23, 0.87]) with substantial heterogeneity (I2=70%). → Chen W.-L. 2026

Evidence

Chen W.-L. 2026

Chen W.-L., Winitchayothin S., Cheng C.-H., Tonapa S.I., Chou F.-H., & Zimmerman P.-A. (2026). A systematic review and meta-analysis of the effect of gamified clinical skill learning on learning outcomes in undergraduate nursing education. The Journal of Nursing Research. https://doi.org/10.1097/jnr.0000000000000772

q4 · i1 · quant-synthesis · r3

Subgroup analysis of six RCTs (n=295) of gamified web/mobile platforms in the knowledge meta-analysis. The review reports a moderate pooled effect, SMD = 0.55, quoting "a moderate pooled effect (SMD=0.55, 95% CI [0.23, 0.87])" with substantial heterogeneity (I2=70%).

"These interventions (six studies, n=295) exhibited a moderate pooled effect (SMD=0.55, 95% CI [0.23, 0.87]) with substantial heterogeneity (I 2=70%). They incorporated web-based or mobile platforms with embedded gamification elements, including quizzes, badges, and leaderboards."

Discussion

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