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A Systematic Review of the Effects of Gamification in Online Learning Environments on Learning Outcomes Cover

A Systematic Review of the Effects of Gamification in Online Learning Environments on Learning Outcomes

Open Access
|Apr 2025

Figures & Tables

Table 1

Eligibility procedures for the published works included in this study.

INCLUSION CRITERIA
  • Accessible full-text articles, theses and dissertations

  • Work published between 2013 and 2021

  • Work published in English and Turkish

  • Evidence-based, empirical studies (i.e., quantitative, qualitative, mixed) examining the effects of gamification in online learning environments

  • Published work that provided sufficient information on the gamification design in the study (When suitable responses corresponding to the headings within the Excel file designated for analysis were obtained, they were acknowledged as adequate information.)

Figure 1

Flowchart of review and selection procedures (PRISMA).

Figure 2

Distribution of the examined studies by year of publication, type, and method.

Table 2

Methodological trends in gamification studies.

DATA COLLECTION TOOLSFTYPES OF ANALYSISFLENGTH OF APPLIED STUDY (DAYS)F
Questionnaire33Comparative analysis584–92
Interview31Relational analysis2710–4924
Scale25Descriptive analysis2150–10017
Test (performance, achievement)18Content analysis20101–3009
System records (logs)12
Student diaries8
Self & peer assessment tools3
Monitoring2
Group discussions2
Table 3

Learning outcomes discussed in academic studies.

LEARNING OUTCOMESSTATISTICALLY SIGNIFICANT POSITIVE CHANGENO STATISTICALLY SIGNIFICANT POSITIVE CHANGETOTAL
Cognitive251237
Academic achievement21930
Learning (qualitatively observed learning outcomes)415
Task completion011
Writing performance011
Affective781391
Participation29332
Motivation22628
Attitude10111
Interaction639
Satisfaction505
Interest303
Perception202
Self-efficacy101
Total10325128
Table 4

Effects of gamification categories and elements in studies.

CATEGORYELEMENTS OF GAMIFICATIONNREMARKABLE RESULTS WITH CATEGORYPUBLICATION CODE
RewardBadges/Trophy49* The most commonly used gamification item in each subject area
* Reward elements mostly associated with participation and motivation variables.
* Students appear to find the leader boards motivating, which triggers senses of competition and fun.
* Badges are the most frequently mentioned motivation element by the users.
* The negative effects of gamification can be seen when gamification scores are reflected on the real scores (Y16) and competition has become dominant (Y58).
P1, P2, P3, P4, P5, P6, P7, P8, P9, P10, P11, P12, P13, P14, P16, P17, P18, P19, P20, P21, P22, P23, P24, P25, P26, P27, P28, P29, P30, P31, P32, P33, P34, P35, P36, P37, P38, P39, P40, P41, P43, P44, P45, P46, P47, P48, P49, P50, P51, P52, P53, P54, P55, P56, P57, P58, P59, P60, P61, P62, P63
Collection2
Virtual items1
Leader boards40
Scores36
Surprises1
MasteryLevels28* Mastery elements are mostly associated with academic achievement and participation variables, creating a statistically significant difference.
* Gamification elements in this category are influential in terms of performing more activities and visiting learning environments more often.
* Students have been reported to attribute more meaning to the elements in this category.
* Giving tasks of interrelated difficulty that would increase the sense of achievement have turned out to be effective in the results.
* Elements, such as success and certificates, and social status have been highlighted and new relationships created.
P2, P4, P7, P8, P9, P11, P13, P16, P18, P19, P20, P22, P24, P26, P27, P28, P30, P31, P32, P34, P39, P40, P41, P42, P43, P44, P46, P47, P48, P49, P51, P52, P53, P54, P55, P56, P57, P59, P60, P61, P62
Progress and progress bar20
Experience score5
Achievement/Acquisition3
Certificate3
Time limit (challenge)3
Task/Target2
AutonomyAvatar3* The ability of the students to customize their avatars by unlocking them has made the applications more adaptive.
* The customization of the content for different learner groups has been shown to increase the effectiveness of the studies.
P11, P13, P16, P25, P28, P40, P42
Customization1
Fun activities3
RelatednessTeams3* These rarely included elements can create new relationships in the online environment.
* The cooperation of small groups in teams and the opportunity to socialize in the studies have positive effects on social presence.
* Elements of this category are often regarded by users as unnecessary or tools of which they were not even aware. For these reasons, they have caused challenges in determining the impact of the learning outcomes.
Social graphics2
Gifts1
Statuses1
Likes2
Role-playing1
Figure 3

Distribution of learning outcomes by gamification categories.

Table 5

The relationship between gamification and learning outcomes according to environmental variables.

THEMESFEATURESCATOTAL NUMBER OF STUDIESREMARKABLE RESULTS OF THE STUDIESPUBLICATION CODE
LEARNING OUTCOMES*NLO/ SLO
Type of subject areaPersonal and professional development12/733/2624* Although the gamification applications in online education by and large seems to belong to personal and professional development, most of the studies have been carried out in the field of informatics since there are trainings on information and communication technologies in 10 studies in this category.
* In the field of personal and professional development, the participants are generally adults and volunteers, and it is seen that the badges used in these environments mostly reduce intrinsic motivation (P45, P23). In such environments, expectations exist of gamification applications that will strengthen autonomy rather than providing a reward (P46).
* Although their number is very limited, gamification components suitable for autonomy and relatedness have been used in the fields of personal development and economics (P34, P42, P54, P9, P59).
P7, P10, P11, P12, P20, P21, P22, P23, P25, P31, P33, P34, P40, P41, P42, P46, P47, P49, P50, P52, P54, P55, P57, P60
Information and communication technologies11/632/2621P2, P4, P5, P8, P14, P16, P17, P18, P19, P26, P28, P30, P35, P38, P39, P51, P56, P61, P63, P64, P65
science2/22/22P13, P24
Aviation and space2/24/33P15, P43, P58
economics1/14/43P9, P32, P59
Natural sciences3/33/34P3, P27, P29, P37
Transportation1/11P62
Application methodOnline courses given as part of formal education17/1233/2829* Most of the studies have been conducted in formal online learning environments.
* MOOCs (mass open online courses) have been covered in very few publications and no theses have been found on this subject.
* Although it seems that full success has been achieved in MOOCs, it is difficult to generalize the results for all participants as it is methodologically limited to only those individuals who respond to the measurement tools.
* Quasi-experimental studies often seem to be carried out in online courses in formal education programs with the indications of statistically significant differences among groups. In studies with a control group, no significant difference has been found between the groups in terms of many of the variables (P16, P21, P28).
* More autonomy and relatedness have been used in online courses given within the scope of formal education compared to other environments.
P3, P5, P11, P14, P20, P24, P25, P30, P31, P33, P35, P39, P41, P45, P47, P51, P52, P53, P54, P55, P56, P57, P59, P60, P61, P62, P63, P64, P65
Distance education program11/635/2924P2, P4, P7, P9, P10, P12, P13, P15, P18, P22, P23, P26, P32, P38, P40, P42, P43, P44, P46, P48, P49, P50, P58
MOOCs2/211/117P1, P6, P8, P19, P27, P29, P36, P37
Blended learning2/19/64P16, P17, P21, P28
Technology usedWeb applications15/1245/3732* Web applications are generally sharing tools, such as discussion forums and social networks, and a reward system is used according to the content contribution of students.
* MOODLE and its plugins appear to be mostly used in open-source software.
* Paid LMSs can offer automatic tracking and feedback which are part of mastery. However, those environments use reward systems more than mastery-based apps.
P2, P3, P7, P9, P11, P13, P14, P15, P17, P18, P19, P21, P25, P29, P30, P32, P33, P34, P35, P43, P45, P48, P49, P51, P52, P54, P58, P59, P60, P61, P63, P65
Open-source LMS10/523/1918P1, P4, P16, P20, P22, P23, P26, P28, P31, P38, P39, P40, P44, P47, P50, P57, P62, P64
Commercial LMS7/313/1010P2, P10, P12, P13, P24, P41, P42, P53, P55, P56
Sample size9–5411/733/3026* Although sample sizes do not make a noticeable difference in terms of outputs, they bring about some differences in terms of implementation processes.
* While the applications made in distance education courses in formal learning are mostly in the range of nine to 200 people, the number of samples in MOOCs is generally over 500.
*In samples below 60, a feedback-based and participatory gamification process is dominant, requiring students to complete various tasks.
*In samples with the number of participants over 100, the gamification process is more integrated with learning management systems, providing more automated feedback and motivation.
P6, P9, P10, P11, P12, P14, P19, P22, P25, P30, P31, P38, P39, P40, P42, P44, P45, P46, P47, P51, P52, P53, P56, P58, P59, P62
55–998/622/1613P13, P16, P17, P18, P21, P24, P28, P32, P55, P57, P60, P63, P65
100–29410/718/1814P3, P4, P5, P7, P20, P23, P26, P34, P36, P41, P43, P5, P61, P64
295 & 295+4/213/1212P1, P2, P8, P15, P27, P29, P33, P35, P37, P48, P49, P50
Educational background of the sample groupPrimary school2/22/22* It appears that most of the studies have been conducted with undergraduate students (mostly first-year students).
* Factors, such as creating a competition and giving badges at the undergraduate level, cause more anxiety than at the graduate level (P58).
* Some studies conducted on distance education at the primary and secondary school levels have actually focused on gamification within a certain multimedia application, which are used face-to-face outside the classroom environment.
* Gamification in MOOCs is mostly carried out with the aim of keeping users in the system and, in this sense, the results are generally positive.
P43, P62
Secondary school4/48/65P7, P21, P24, P25, P43
High school2/25/44P25, P35, P59, P64
Associate degree1/–2/12P56, P65
Bachelor’s degree20/1351/4233P2, P3, P4, P5, P9, P11, P13, P14, P16, P17, P18, P20, P22, P23, P26, P28, P30, P32, P33, P38, P39, P40, P41, P46, P47, P48, P51, P54, P55, P57, P58, P60, P61, P63
Master’s degree1/–8/77P10, P31, P33, P42, P45, P53, P54
teacher1/14/33P12, P25, P52
MOOC user2/212/119P1, P6, P8, P15, P19, P27, P29, P36, P37
Other3/12/24P34, P44, P49, P50
* NLO (Number of Learning Outcomes), SLO (Significant Learning Outcomes), C (Cognitive), A (Affective)
Language: English
Page range: 166 - 183
Submitted on: Apr 1, 2024
Accepted on: Oct 25, 2024
Published on: Apr 15, 2025
Published by: International Council for Open and Distance Education (ICDE)
In partnership with: Paradigm Publishing Services

© 2025 Esra Simsek, Turkan Karakus Yilmaz, published by International Council for Open and Distance Education (ICDE)
This work is licensed under the Creative Commons Attribution 4.0 License.