Can gamified learning really affect learning outcomes in K-12 stage?

Gamified learning (GL) plays a crucial role in enhancing both the efficiency and engagement of K-12 students’ learning experiences. However, there are few studies to explore whether the GL specially designed for the curriculum will affect the cultivation of students’ ability. An extensive search of publications from 2013 to 2023 was conducted across three databases: Web of Science, ERIC, and Scopus. Citations and extracted data from the articles were independently assessed. Experimental or quasi-experimental studies specifically investigating the impact of GL on K-12 students’ learning outcomes were considered eligible according to the inclusion criteria. This study aims to explore which type of GL had a more significant impact on K-12 students’ holistic abilities, including cognitive and non-cognitive abilities, when compared between specialized GL designed for the study’s curriculum and directly using pre-existing GL models. Results revealed that GL had upper-medium effects on K-12 students’ Learning outcomes (ES = 0.701, p < .001), and specialized GL designed for the study’s curriculum showed superior effectiveness and had a more significant positive influence (ES = 0.821, p < .001). Furthermore, moderator analyses showed that experimental cycle, levels of schooling and disciplines moderated the effects of GL. In conclusion, we propose that GL in K-12 needs to be tailored to different levels of schooling and disciplines, with appropriate experimental cycle to promote and stimulate learning efficiency of K-12 education. However, future research should expand data sources, incorporate more diverse moderator variables, and include multilingual literature to enhance the comprehensiveness and generalizability of the findings.

Publication Details

Journal
SHILAP Revista de lepidopterología
Published
2025-10-01
DOI
https://doi.org/10.30191/ets.202510_28(4).rp04
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
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article

Can gamified learning really affect learning outcomes in K-12 stage?

SHILAP Revista de lepidopterología
Educational Games and Gamification
article

Can gamified learning really affect learning outcomes in K-12 stage?

article en

Abstract

Gamified learning (GL) plays a crucial role in enhancing both the efficiency and engagement of K-12 students’ learning experiences. However, there are few studies to explore whether the GL specially designed for the curriculum will affect the cultivation of students’ ability. An extensive search of publications from 2013 to 2023 was conducted across three databases: Web of Science, ERIC, and Scopus. Citations and extracted data from the articles were independently assessed. Experimental or quasi-experimental studies specifically investigating the impact of GL on K-12 students’ learning outcomes were considered eligible according to the inclusion criteria. This study aims to explore which type of GL had a more significant impact on K-12 students’ holistic abilities, including cognitive and non-cognitive abilities, when compared between specialized GL designed for the study’s curriculum and directly using pre-existing GL models. Results revealed that GL had upper-medium effects on K-12 students’ Learning outcomes (ES = 0.701, p < .001), and specialized GL designed for the study’s curriculum showed superior effectiveness and had a more significant positive influence (ES = 0.821, p < .001). Furthermore, moderator analyses showed that experimental cycle, levels of schooling and disciplines moderated the effects of GL. In conclusion, we propose that GL in K-12 needs to be tailored to different levels of schooling and disciplines, with appropriate experimental cycle to promote and stimulate learning efficiency of K-12 education. However, future research should expand data sources, incorporate more diverse moderator variables, and include multilingual literature to enhance the comprehensiveness and generalizability of the findings.

SHILAP Revista de lepidopterología
Quality Education
Openalex Percentile: Top 40%
Educational Games and Gamification
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