Abstract

Gamification is an educational strategy that makes learning fun and keeps students interested in learning, which helps them learn more and grow their knowledge. However, given its growing popularity, it is necessary to review empirical studies regarding gamification in education as an intervention for an effective teaching and learning process. Due to this need, the researcher conducted a meta-analysis to examine the impact of gamification on students' learning achievement across five moderator variables. Fifteen studies published between 2018 and 2022 were included in the review based on the inclusion and exclusion criteria. The Meta-essentials v. 1.5 were used to determine effect sizes (Hedge's g) and the outcomes of the forest plot, funnel plot, Begg-Mazumdar test, and moderator analysis. Findings revealed that gamification significantly and positively affected student learning achievement. The five moderator variables were found to be statistically insignificant. The results suggest that gamification would be appropriate across academic courses at all educational levels in Asian regions. Moreover, Kahoot is the gamified platform with the biggest effect size that could be used in well-designed in-person, online, or blended learning classes.

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