Professional Documents
Culture Documents
https://doi.org/10.1007/s10639-021-10642-9
Zhanni Luo1
Abstract
Gamification refers to the use of game-design elements or mechanisms in non-
game contexts to promote the expected behaviours. Though theoretically promising,
empirical studies reported mixed results as to the effectiveness of gamification in
educational practices. To understand this issue better, this author selected 44 arti-
cles on the topic of educational gamification with the use of a bibliometric analy-
sis software HistCite, followed by a descriptive content analysis on these articles.
This author examined three issues, including how effective the educational gamifica-
tion implementations were in previous empirical studies, how the effectiveness has
been measured, and what factors contribute to varied effectiveness results. One sig-
nificant output of the current study is the redefinition of two terms: game elements
refer to “the obvious game-like elements that are frequently used in digital games or
gamification, which are concrete nouns”, and gamification mechanisms refer to “the
underlying guidelines that make gamification activities engaging, which are abstract
nouns that relate to humans’ innate psychological needs”. What’s more, the content
analysis helped summarise a framework describing what makes gamification engag-
ing, which contains goal, visualisation, immediate feedback, adaptation, challenge,
competition, reward, and fun failure. Limitations and suggestions for future studies
have been discussed.
* Zhanni Luo
zhanni.luo@pg.canterbury.ac.nz
1
School of Educational Studies and Leadership, University of Canterbury, Room 415, Rehua
Building, Christchurch 8041, New Zealand
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1 Introduction
Gamification, the use of game design elements into non-game contexts (Deterding
et al., 2011), has gained popularity in education in the last two decades due to its
potential in enhancing students’ engagement and academic performances (Chen
et al., 2015; Ibanez et al., 2014; Martí-Parreño et al., 2016). Educational gamifi-
cation, also named gamified learning, gamification in education, or gamification
for educational purposes, refers to the use of gamification techniques to facilitate
teaching or learning.
A large body of empirical studies attempted to confirm whether gamification
is significantly effective in engaging learners in pedagogical activities. It was
assumed that gamification positively impacts learning; however, with the enrich-
ment of empirical studies, researchers began to realise that educational gamifica-
tion might bring no difference or even negative impacts (Adukaite et al., 2017;
Chen et al., 2015; De-Marcos et al., 2014; DomíNguez et al., 2013; Hanus & Fox,
2015; Ibanez et al., 2014). Therefore, Buckley and Doyle (2017) proposed to treat
gamification with caution in the field of education.
The confounding effectiveness results reported in previous studies raised the
following questions: is educational gamification effective in pedagogical prac-
tices? What measures have been employed in assessing the effectiveness of edu-
cational gamification? What factors contribute to varied effectiveness results? If
there is a gap between theories and practice, what brings the differences and how
to minimise the gap? To this author’s knowledge, these issues were understudied.
The current study aims to answer three research questions (RQs):
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• Game elements: the obvious game-like elements that are frequently used in digi-
tal games or gamification, which are concrete nouns.
• Gamification mechanisms: the underlying guidelines that make gamification
activities engaging, which are abstract nouns that relate to humans’ innate psy-
chological needs.
2 Methodology
2.1 Research design
The current study is a descriptive content analysis based on citation analysis results
generated by the bibliometric analysis software HistCite.
Bibliometric analysis, first proposed by Pritchard (1969) as “the application
of mathematics and statistical methods to books and other media of communica-
tion” (p. 348), is “a research technique using quantitative and statistical analyses to
describe distribution patterns of research articles with a given topic” (Martí-Parreño
et al., 2016, p. 666). In most cases, bibliometric analysis involves works in a large
time span; for example, Song et al. (2019) investigated research on classroom dia-
logues based on 3914 papers published from 1999 to 2018 from the Web of Science
(WoS) database; Zawacki-Richter et al. (2010) explored the growing impact of 12
open access distance educational journals based on 1123 articles published between
2003 to 2008; Huang et al. (2020) proposed to explore the hot topics in educational
research, followed by a bibliometric analysis based on 19,084 papers published from
2000 to 2017. Due to the large-time-span nature, bibliometric analysis was regarded
as a helpful approach that provides facilitative research retrospectives, identifies
research hotspots, and reveals development trends in the targeted discipline (Song
et al., 2019).
Citation linkage analysis is a common technique in bibliometric analysis, which
is “not a new practice” in examining published academic works (Budd, 1988, p.
180). With the use of citation linkage analysis, bibliometric analysis software (e.g.
HistCite) helps identify the key literature in a research field by pinpointing impor-
tant papers, identifying the most prolific scholars and enlisting the highly cited jour-
nals. It also visualises the history of a research field by creating historiographies that
show the citation relationship among important papers (Garfield et al., 2006; Pan
et al., 2018).
This study used two outputs generated by the bibliometric analysis software
HistCite, including the articles with high citation scores and the articles in histori-
ography (also named citation graph, a visual presentation of the linkages among the
frequently-cited works among the selected articles). The original data is available
online (see Supplementary data at the end of this study).
The results generated by bibliometric analysis (including citation analysis) lack
in-depth analysis; therefore, to release the full potential of bibliometric analysis,
researchers attempted to combine it with qualitative interpretation approaches, such
as descriptive content analysis and systematic literature review (Arici et al., 2019;
Bartolini et al., 2019; Goksu et al., 2020). However, to this author’s knowledge, the
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extant related publications did not yet cover the field of gamification or educational
gamification.
On the dataset Web of Science, this author retrieved 175 published works after
performing the following search strategy and keywords in the field topic: (“gami-
fication” OR “gamify” OR “gamified” OR “gamifying”) AND (“education”) AND
(“effectiveness”). Next, this author exported the data by following the path of
“Export”- “Other file format”- “Record content (Full record and cited references)”-
“File format (Plain text)”. After imported the data into the software HistCite, this
author obtained two documents: the list of articles with high citation score from
Analyses- Cited paper and the historiography from Graph Maker.
The top 30 articles from each document were selected. After deleting 16 articles,
including 13 not found, two not highly related, and one appears in both the histo-
riography and the list of articles with high citation score, this author obtained 44
articles, in which 23 were empirical studies that involved participation recruitment,
while the other 21 were literature reviews, perspectives or statement papers.
Due to limited space, the coding process was not attached in the manuscript (see
Supplementary data at the end of this study for detailed information). Findings of the
current study were concluded based on the content analysis results of the selected
data, except those begin with “this author believes” and “this author noticed”.
2.3 Data analysis
Due to the exploratory nature of the current study, this author did not conduct a sys-
tematic literature review based on the generated data; instead, this author selected
the descriptive content analysis approach.
The 23 empirical studies were the main sources in presenting big-picture infor-
mation such as whether gamification is effective in education (RQ 1), how to meas-
ure the effectiveness of gamification in education (RQ 2), as well as which game
element or gamification mechanism has been used in practice (RQ 4). The 21
descriptive papers were supportive in providing direct answers to the question of
“what are the factors contributing to the varied effectiveness of educational gami-
fication” (RQ 3), as well as presenting insightful explanations to other research
questions.
The descriptive content analysis followed the thematic analysis instructions pro-
posed by Braun and Clarke (2006).
Though not necessarily connected with digital devices, most of the extant tools for
gamified learning are digital-based in the form of software, computer systems or mobile
phone applications; together with the fact that gamified learning studies are at the
crossroads of psychology and pedagogy (All et al., 2016), gamification for educational
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Silpasuwanchai et al. (2016) claimed that the effectiveness of gamification for learning
remains controversial: though gamification has been gaining increasingly more atten-
tion, “there is little empirical evidence to support their effectiveness” on engaging stu-
dents or improving academic performances (Denny, 2013, p. 763). This viewpoint was
supported by other researchers such as Hakulinen et al. (2013). Table 1 presents the
effectiveness results of educational gamification reported in the selected articles. Gen-
erally speaking, the selected empirical studies reported significantly different results
on the effectiveness of educational gamification: among the 23 empirical studies, 11
reported positive results, two negative, three mixed, two partial, and two no differences;
the effectiveness result report was missing in three empirical studies.
Gamified learning with positive effects A large number of empirical studies con-
cluded that gamified learning is promising as to its effectiveness in education
(n = 11). Thom et al. (2012) proposed to assess the effectiveness of gamification in
a social networking service (SNS) by removing the points system including points
and badges. The results suggested that the removal of the points system has a “sig-
nificant negative impact” on user activity (Thom et al., 2012, p. 1069). Namely, the
points system helps improve user activity. Similarly, Hamari (2017) investigated the
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Gamified learning with negative effects Hanus and Fox (2015) believed that one
central goal of education is to get students intrinsically motivated, which occurs
when the desire to learn comes from within the students. However, educational
gamification tends to provide extrinsic incentives or rewards, such as badges,
points and competition. According to Hanus and Fox (2015), providing “tangible”
and “expected” rewards to learners who are already interested in the current task
“may cause them to shift motivations from intrinsic (e.g., because they wanted to) to
extrinsic (e.g., because they want to earn a reward)”. This opinion was supported by
various scholars such as Deci and Ryan (2000), Lepper et al. (1973) and Tang and
Hall (1995).
Hanus and Fox (2015) tested their hypotheses on 71 students across two courses
during a 16-week semester in educational settings. The results showed that the stu-
dents in the gamified group were less motivated, satisfied or empowered than stu-
dents in the controlled group. At the same time, students in the gamified course
gained lower scores in the final examination.
The study of Chen et al. (2015) revealed similar results, as users felt disen-
gaged and confused about the customised gamification system. Chen et al. (2015)
explained that the failure might be caused by technical and logistical implementation
issues, such as poor level of the perceived ease of use to the gamification system.
Gamified learning with mixed or partial effects Consistent with the conclusion of
Adukaite et al. (2017), there was an emerging body of research suggesting that gam-
ified learning is not always beneficial or effective. The study of Ibanez et al. (2014)
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new technology (Landers & Armstrong, 2017) or students perceived the tool as a
difficult-to-use one (DomíNguez et al., 2013).
Due to the elementary nature of gamification studies, there was a limited number
of empirical studies specifically focusing on the contributing factors of effectiveness
assessment. This author followed an in-depth content analysis by viewing the full
texts of the selected articles, especially in the section of discussions and research
limitations. The content analysis helped reveal several barriers that impede reach-
ing consistent effectiveness results in educational gamification studies, as shown in
Table 2 and detailed in the next section.
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Game-like Explicit gamification The strategies that utilise obviously game-like appli-
cations. (Chou, 2015)
Game elements The obvious game-like elements that are frequently
used in digital games or gamification, which are
concrete nouns.
Human-desire based Implicit gamification The human-focused design that utilises game ele-
ments in non-game contexts (Chou, 2015)
Gamification mechanisms The underlying guidelines that make gamification
activities engaging, which are abstract nouns that
relate to humans’ innate psychological needs.
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serve for average students, which are hardly engaging for high-performing or left-
behind students. At the same time, a limited number of gamified learning tools can
provide learners with tasks “just barely out of reach” to trigger flow status (Cain &
Piascik, 2015, p. 3).
Fifthly, there were high entry barriers to design adequate tools to support educa-
tional gamification (Cain & Piascik, 2015; Chen et al., 2015). Educators with little
or no training in computer science are very possible to create “bad games” “with lit-
tle or no effect on learning” (Cain & Piascik, 2015, p. 4). Again, the involved gami-
fied learning tools might be not mature enough to support true gamification that is
able to provide meaningful gamification experiences.
A considerable number of researchers criticised that there were methodological
limitations in most existing studies of gamification in education, including short
experiment timeframe, small sample size, absence of control groups, ignorance
of novelty impact, the involvement of one single gamification mechanism, and the
lack of the combination of qualitative and quantitative analysis (Chen et al., 2015;
De-Marcos et al., 2014; Seaborn & Fels, 2015; Stanculescu et al., 2016).
As specified in the section Introduction, the first round of data analysis revealed that
the involvement of different game elements is a significant factor contributing to the
varied effectiveness results. Therefore, another round of content analysis was con-
ducted focusing on inspecting the game elements involved in theory and practice.
Findings indicated that there is a need to distinguish a new term “gamification
mechanisms” from the general concept “game elements”. In considering readability,
this author introduced the findings (redefined terms) before presenting the process,
as detailed in the following sub-sections.
Though Deterding et al. (2011) specified gamification is the use of game elements
in non-game contexts, “there is no universal list of game elements”, which brings
problematic “inherent uncertainty” (Werbach, 2014, p. 267). Because the gamifica-
tion concept originated from full-fledged video games, its elements were originally
borrowed from the game elements in video game design theories. Therefore, previ-
ous gamification studies involved video-game-related elements, such as avatar, boss
fights, combat, and virtual goods (Buckley & Doyle, 2017).
Notably, on the other hand, other researchers proposed to deprive the gamifica-
tion concept from video games, by dividing game elements into two groups: the ele-
ments which are obviously game-like, and the elements which are not. For example,
Denden et al. (2017) believed that game elements can be divided into “game mechan-
ics” and “game dynamics”, with game mechanics are close to the components of tra-
ditional video games (levels, points, badges, virtual goods, leaderboards, and feed-
back) and game dynamics are those close to the needs of people (progression, status,
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This section aims to explore “what makes gamification engaging for learners” in the
literatures of the selected articles. Based on the content analysis results, this author
summarised a framework with eight components, including goal, visualisation, imme-
diate feedback, adaptation, challenge, competition, reward, and fun failure (see Fig. 1).
Several researchers discussed the importance of goals, feedback, and flow in edu-
cational gamification. According to McGonigal (2011), the key features of gamifi-
cation are goals, rules, a feedback system and voluntary participation. Since McGonigal
(2011) was a digital game designer, though s/he emphasises the use of digital games
in non-game contexts, the four features still tend to serve for fully-developed dig-
ital games. Cain and Piascik (2015) discussed the five essential elements of seri-
ous games for pharmacy education, which contains the four features proposed by
McGonigal (2011) and one more named flow.
Flow is a concept frequently appeared in gamification studies. First dis-
cussed by Csikzentimihalyi (1975), flow refers to a state in which the users are so
involved in something that they could even feel a reduced awareness of self or time
(Csikzentimihalyi, 1975; Hamari & Koivisto, 2014; Kirriemuir & McFarlane, 2004).
Flow states often occur when the tasks are not too easy or too difficult, which enable
the users to involve in the tasks “on the height of his/her skills” (Hamari & Koivisto,
2014, p. 134). In digital games contexts, flow occurs when players are given goals
and objectives that are not too challenging (which provokes anxiety) nor too simple
(which triggers boredom) for their current skills (Ibanez et al., 2014).
This author did not consider flow as a game mechanic but as a pursuit: designers
or instructors are not able to provide flow; instead, they provide game elements or
gamification mechanisms to induce gamification experience (Werbach, 2014), which
is possible to trigger the flow status. Nevertheless, this author found that several
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Table 4 The game elements or gamification mechanisms applied in the selected empirical studies
Game element/Gamification mechanism Frequency Proportion
(All = 23)
(also named trophies), which has been used in 13 articles among 23. The next two
popular game elements were leaderboard (also named ranking) and points (also
named experience, abbreviated as XP), with nine and six articles testing their
effectiveness. Consistent with previous findings, points, badges and leaderboards
have been identified as the most popular game elements (de los Arcos et al., 2017;
Dicheva et al., 2015).
Other game elements or gamification mechanism were not as popular as PBL
(points, badges and leaderboard), as only three game elements or gamification
mechanisms appeared twice in the 23 studies (interaction, level and progress bar),
and all others only appeared once (achievement, adaptation, challenge, competition,
content unlocking, fantasy, feedback, goal, student control, uncertainty and virtual
currency).
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Game elements The obvious game-like ele- Concrete nouns Points, badges, leaderboard,
ments that are frequently that are obvi- trophies, levels, tasks,
used in digital games or ously game- scoring systems, avatar,
gamification. like boss fight, virtual goods,
virtual trade, alternative
activities, group
Gamification mechanisms The underlying guidelines Abstract nouns Feedback, achievement
that make gamification that relate to (accomplishment),
activities engaging, human needs meaning, self-expression,
which originate from or desires competition, curiosity,
human needs and desires. exploration, collabora-
tion, fantasy, challenge,
self-determination,
social influence (social
recognition), unpredict-
ability (uncertainty), fun
(fun failure), avoidance,
scarcity, ownership,
engagement, enjoyment,
interaction, user control
that people can or cannot see, hear, smell, touch, and taste. There are eight abstract
nouns in Table 4, including interaction, achievement, competition, challenge, fan-
tasy, feedback, student control and uncertainty. When reference to the original notes
for literature, this author noticed that almost all the abstract nouns were the sum-
maries initialled by authors rather than the name of specific elements presented in
the gamified learning tools. For example, Papastergiou (2009) used a system named
LearnMem1 to teach computer memory concepts, which involved an abstract noun
“fantasy”. To realise fantasy, learners in the system LearnMem1 are initially placed
in one room “in the form of maze” and they are expected to assume “the role of a
hero” by answering questions (p. 4). Instead of the abstract noun fantasy, the actual
elements presented in the system LearnMem1 are concrete maze and avatar. There-
fore, this author summarised that the game elements are concrete nouns while gami-
fication mechanisms are abstract nouns. The definition, feature and examples of the
two terms are shown in Table 5.
5 Conclusion
The current study is a descriptive content analysis based on 44 articles selected from
the outputs of a bibliometric analysis software HistCite. The results showed that
most previous researchers considered engagement as the key indicator in measur-
ing the effectiveness of educational gamification, and they mainly focused on the
assessment of students’ behavioural engagement, affective engagement, and aca-
demic performance. Academic performance was widely-treated equivalent with
cognitive engagement; however, if treat these two concepts as separate ones, cogni-
tive engagement was under-studied in educational gamification research. Previous
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et al. (2020) criticised the rationality of categorising students into a certain number
of groups, since there is a lack of theoretical coherence or reliability in making the
categorisation, while learners are possible to be negatively influenced by the accom-
panying self-suggestion (which make the learners to behave in the way they thought
they are expected to, namely unconsciously put themselves into pre-set stereotypes).
Luo et al. (2020) suggested to fix the gap by focusing on “learner difference”, which
avoids categorising students into groups; instead, it investigates learners’ prefer-
ences and the providence of customised learning materials. The learner difference
study also applies to the refinement of educational gamification.
Explore the techniques of gamifying class without digital games (Sánchez Mena &
Martí Parreño, 2017) As highlighted by Hanus and Fox (2015), one important con-
ceptual implication of gamification is that “game” is not necessary for gamified
learning. Rather than using digital games or other forms of games, teachers could
gamify the learning process and therefore “make the class itself a game” (Hanus &
Fox, 2015, p. 152). In this way, gamification could break the constraints of game
features such as high cost, heavy reliance on technology, time-wasting, and poor
integration with pedagogical curriculum (Cain & Piascik, 2015; Fernandes et al.,
2012; Lee & Hammer, 2011; Morris et al., 2013).
What’s more, future studies could focus on the investigation of factors contrib-
uting to teachers’ acceptance intention to gamification in the classroom (Adukaite
et al., 2017; Bourgonjon et al., 2013; Vandercruysse et al., 2013).
Besides, this author proposes to differentiate gamification mechanisms from the
general game elements, as highlighted in the section Introduction and Findings.
There is a gap in the communication between educationalists and game designers:
educationalists firstly consider the expected results (abstract gamification mecha-
nisms) in designing a gamified tool, while game designers intuitively make connec-
tions with specific game elements. When the two terms indicating different things,
the communication cost between educationalist and game designers is huge. Educa-
tionalists could potentially be unhappy with products with pointsfication only (the
use of points only in gamification), while game designers complain about “unreal-
istic requests” such as providing fantasy or adding fun failure effects. Accordingly,
future studies that hope to improve the effectiveness of gamified learning could
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work on issues such as “to achieve one certain gamification mechanism, the use of
which game elements could be useful” or “to use one certain game element, which
gamification mechanisms will be triggered”. Just match the two concepts together,
the effectiveness of gamified learning tools will be much more guaranteed, as well
as the communication between educationalists and game designers.
Though rarely proposed in previous studies, this author believes that there is a
lack of standardised measures or easy-to-use techniques to assess the effective-
ness of educational gamification, such as a validated scale to measure the perceived
usefulness or the perceived limitations. All et al. (2016) recommended developing
a common methodology to assess and compare the effectiveness of digital game-
based learning, which is also understudied in the field of educational gamifica-
tion. Future studies could also focus on the investigation of factor contributing to
users’ acceptance willingness, because the effectiveness of educational gamification
will not be optimised if the users are reluctant to accept it (Adukaite et al., 2017;
Bourgonjon et al., 2013; Vandercruysse et al., 2013).
One arguable weakness of the current review is the involvement of publications
from the one dataset only. At the same time, though successfully removed inappro-
priate keywords in pilot studies, this author did not include “learning” or “teaching”
in the current research. Systematic literature reviews could be conducted based on
literature collected from more databases with the use of a more accurate Boolean
searching strategy.
Notwithstanding these limitations, this study is significant in the following
aspects: it redefined the term game elements and gamification mechanisms, synthe-
sised the effectiveness of gamified learning in the selected empirical studies, dis-
cussed the methods to assess the effectiveness of educational gamification, enlisted
the factors and barriers leading poor effectiveness results, and provided potential
research areas for future studies. Results of this study help enhance the under-
standing of the current situation of educational gamification, as well as facilitating
researchers to quickly grasp the hotspots in the field.
Authors’ contributions Zhanni Luo as the sole author is responsible for the completion of the current
manuscript including research design, data collection, data analysis, manuscript draft, revision, and
proofreading.
Data availability The datasets generated and analysed during the current study are available from the cor-
responding author on reasonable request.
Declarations
All procedures performed in studies involving human participants were in accordance with ethical stand-
ards. Informed consent was obtained from all individual participants included in the study.
Competing interests This author declares that there are no competing interests.
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