Claims

Standalone serious games show large, relatively consistent effects on knowledge acquisition compared with other gamification categories

Claim · All claims
Evidence · 1 study · quant-synthesis r3 · q4 · i3 large
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 i3 In the knowledge subgroup analysis, standalone serious games yielded a large effect (SMD=0.84, 95% CI [0.43, 1.25]) with moderate heterogeneity (I2=61%), the most consistent gamification category. → 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 · i3 · quant-synthesis · r3

Subgroup analysis of four RCTs (n=135) of standalone serious games within the knowledge meta-analysis. The review reports a large pooled effect, SMD = 0.84, quoting "a large effect size (SMD=0.84, 95% CI [0.43, 1.25])" with moderate heterogeneity (I2=61%).

"These interventions (four studies, n=135) exhibited a large effect size (SMD=0.84, 95% CI [0.43, 1.25]) with moderate heterogeneity (I 2=61%). The purpose-built educational games used in these studies integrated learning content within immersive narrative and simulation environments."

Discussion

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