Jove
Visualize
Contact Us
JoVE
x logofacebook logolinkedin logoyoutube logo
ABOUT JoVE
OverviewLeadershipBlogJoVE Help Center
AUTHORS
Publishing ProcessEditorial BoardScope & PoliciesPeer ReviewFAQSubmit
LIBRARIANS
TestimonialsSubscriptionsAccessResourcesLibrary Advisory BoardFAQ
RESEARCH
JoVE JournalMethods CollectionsJoVE Encyclopedia of ExperimentsArchive
EDUCATION
JoVE CoreJoVE BusinessJoVE Science EducationJoVE Lab ManualFaculty Resource CenterFaculty Site
Terms & Conditions of Use
Privacy Policy
Policies

Related Experiment Videos

Does gamification increase engagement with online programs? A systematic review.

Jemma Looyestyn1, Jocelyn Kernot1, Kobie Boshoff1

  • 1School of Health Sciences, University of South Australia, Adelaide, South Australia, Australia.

Plos One
|April 1, 2017
PubMed
Summary
This summary is machine-generated.

Related Concept Videos

You might also read

Related Articles

Articles linked to this work by shared authors, journal, and citation graph.

Sort by
Same author

The effect of exercise on clinical pain: a systematic umbrella review and meta-meta-analysis.

Pain reports·2026
Same author

Implementation of Evidence-Based, Person-Centered Alternative Delivery Models for Cardiac Rehabilitation in a Rural and Remote Population: The Country Heart Attack Prevention (CHAP) Project.

Heart, lung & circulation·2026
Same author

24-h smartphone usage patterns in university students using high-granularity tracking.

Scientific reports·2026
Same author

"I feel better as a parent" - summer programs help support children's health behaviors and parent wellbeing.

Research square·2026
Same author

Exploring plausible futures for artificial intelligence in rural healthcare: insights from participatory foresight methods.

Frontiers in digital health·2026
Same author

The epidemiology of physical activity guideline adherence among 35,633 adults: Findings from the South Australian Population Health Survey.

Preventive medicine·2026

Gamification strategies effectively boost engagement in online programs by incorporating game-like elements. This systematic review found that gamification significantly improves participation and related outcomes in digital learning environments.

Area of Science:

  • Educational Technology
  • Human-Computer Interaction
  • Behavioral Science

Background:

  • Maintaining user engagement in online programs presents a significant challenge.
  • Gamification, integrating game elements like points and badges into non-game contexts, is a promising approach to enhance participation.
  • This review critically evaluates the effectiveness of gamification in online learning environments.

Purpose of the Study:

  • To determine if gamification strategies are effective in increasing user engagement in online programs.
  • To synthesize evidence from experimental studies on the impact of gamification on engagement and downstream outcomes.

Main Methods:

  • A systematic literature search was conducted across eight major databases from 2010 to October 2015.
  • Eligibility criteria followed the PICOS framework, focusing on adult populations, online programs with gamification, control groups, engagement outcomes, and experimental designs.

Related Experiment Videos

  • Effect sizes, including Cohen's d and 95% confidence intervals, were calculated for included studies.
  • Main Results:

    • Out of 1017 identified studies, 15 met the inclusion criteria, involving 10,499 participants, primarily in tertiary education.
    • Engagement metrics included time spent, contribution volume, and visit frequency, alongside downstream outcomes like performance and healthy behaviors.
    • Twelve of the 15 studies reported significant positive effects favoring gamification for both direct engagement and downstream behaviors, with medium to large effect sizes.

    Conclusions:

    • Gamification strategies are effective in enhancing engagement within online programs.
    • Future research should employ rigorous study designs to fully understand gamification's effects.
    • Further investigation is needed to determine optimal methods for achieving sustained engagement through gamification.