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Visible Learning™
Visible Learning MetaX
Version 1.4 – Updated February 2026

Gaming

Overview

  • Influence: Gaming
  • Domain: Technology, School, and Out-of-School Strategies
  • Sub-Domain: Gaming
  • Potential to Accelerate Student Achievement: Potential to considerably accelerate
  • Influence Definition: The use of games to augment or replace traditional teaching.

Evidence

  • Number of meta-analyses: 23
  • Number of studies: 1,201
  • Number of students: 63,057
  • Number of effects: 1,341
  • Weighted mean effect size: 0.42
  • Robustness index: 5

Meta-Analyses

Meta-Analyses
Journal Title Author Article Name Year Published Variable Number of Studies Number of Students Number of Effects Effect Size
JAMA - Journal of the American Medical Association Cook, Hatala, Brydges, Zendejas, Szostek, Wang, Erwin, & Hatala Technology-enhanced simulation for health professions education: a systematic review and meta-analysis 2011 Design features in simulations 289 1,762 289 0.12
Medication Education in Review Cheng, Eppich, Grant, Sherbino, Zendejas, & Cook Debriefing for technology-enhanced simulation: a systematic review and meta-analysis 2014 Debriefing after simulations 177 11,511 177 -0.01
Computers & Education Wouter & van Oostendorp A meta-analytic review of the role of instructional support in game-based learning.  2013 Instructional support in game learning 29 3,675 107 0.34
Journal of Educational Psychology Wouters, van Nimwegen, van der Spek, & van Oostendorp A Meta-Analysis of the Cognitive and Motivational Effects of Serious Games 2013 Serious games on learning 77 5,547 77 0.29
Educational Research Review Bai, Hew, & Huang Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts 2020 Gamification 24 3,202 30 0.50
International Journal of Instruction Fadhli, Brick, Setyosari, Ulfa, & Kuswandi A Meta-Analysis of Selected Studies on the Effectiveness of Gamification Method for Children. 2020 Gamification 6 NA 6 1.01
Computers in Human Behavior Lamb, Annetta, Firestone, & Etopio A meta-analysis with examination of moderators of student cognition, affect, and learning outcomes while using serious educational games, serious games, and simulations. 2018 Games and simulations 46 NA 46 0.67
Open Education Journal Duan Effect of educational games on students' academic achievement: A meta-analysis of 48 Experimental and Quasi-experimental Studies. 2017 Gamification 48 NA 48 0.56
Education Journal Kao The effects of digital game-based learning task in English as a foreign language contexts: A meta-analysis. 2014 Digital gaming in EFL 25 NA 25 0.70
JMIR serious games Vermeir, White, Johnson, Crombz, & Van Ryckeghem The effects of gamification on computerized cognitive training: systematic review and meta-analysis.  2020 Gaming 9 759 9 0.27
Journal of Research on Technology in Education Talan, Dogan, & Batdi Efficiency of digital and non-digital educational games: A comparative meta-analysis and a meta-thematic analysis.  2020 Gaming 154 12,800 180 0.70
Technology, Knowledge and Learning Karakoç, Eryilmaz, Özpolat, & Yildirim The effect of game-based learning on student achievement: A meta-analysis study 2020 Game-based learning 38 2,494 38 1.70
Research Square Yu A meta-analysis of the effect of Kahoot! on academic achievements and student performance. 2021 Kahoot on achievement 24 NA 24 0.65
Journal of Educational Computing Research Mao, Cui, Chiu, & Lei Effects of Game-Based Learning on Students' Critical Thinking: A Meta-Analysis 2021 Games on critical thinking 20 1,947 21 0.86
Educational Psychology Review Sailer & Homner The gamification of learning: A meta-analysis. 2020 Gamification 19 1,686 19 0.49
Educational Technology Research and Development Huang, Ritzhaupt, Sommer, Zhu, Stephen, Valle, Hampton, & Li The impact of gamification in educational settings on student learning outcomes: A meta-analysis. 2020 Gamification 30 3,083 30 0.46
Open Education Research Xiaoling, Lingxail, Dan, & Bol A systematic review and meta-analysis of the effectiveness of gamification in teaching. 2021 Gaming 27 2,020 27 0.69
Open Education Research Hu, Zhao, Li, & Fan A systematic review and meta-analysis of the effectiveness of gamified teaching. 2021 Gamification 27 1,051 27 0.69
Research in Developmental Disabilities Ren, Wu, Cui, Zhao, & Bi Effectiveness of digital game-based trainings in children with neurodevelopmental disorders: A meta-analysis.  2023 Gaming with neurodiverse students 29 1,535 29 0.36
Open Education Research Chunyu Research on the impact of educational games on students' academic achievement. 2017 Gaming 48 5,275 48 0.56
Conference paper Rahimi & Becker The Effectiveness of Digital Games on Problem-Solving Skills in Elementary and Secondary Education: A Meta-Analysis 2018 Gaming on problem solving skills 11 NA 11 0.54
Report Hu Does playful learning work? Evidence from Chinese meta-analysis 2022 Gaming 19 2,000 48 1.16
Educational Technology Research and Development Chen, Shih, & Law The effects of competition in digital game-based learning (DGBL): A meta-analysis 2020 Games on competitiveness on achievement 25 2,710 25 0.39
TOTAL/AVERAGE 1,201 63,057 1,341 0.60
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