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Gamification on mathematics engagement and motivation in secondary school and higher education: a systematic review and meta-analysis

datacite.subject.sdg04:Educação de Qualidade
datacite.subject.sdg09:Indústria, Inovação e Infraestruturas
datacite.subject.sdg10:Reduzir as Desigualdades
dc.contributor.authorRatinho, Elias
dc.contributor.authorFigueiredo, Mauro
dc.contributor.authorEstêvão, Maria Dulce da Mota Antunes de Oliveira
dc.contributor.authorFaísca, Luís
dc.contributor.authorMartins, Cátia
dc.date.accessioned2026-02-23T10:20:49Z
dc.date.available2026-02-23T10:20:49Z
dc.date.issued2026-02-03
dc.description.abstractThis systematic review and meta-analysis examined the effects of gamification on students’ motivation and engagement in mathematics at the secondary and higher education levels. A literature search (April 2025) followed by an updated search (November 2025) across ten databases identified 45 studies for qualitative synthesis and 11 for meta-analysis. The review followed PRISMA 2020 guidelines with a pre-registered protocol, and study quality was appraised with the Mixed Methods Appraisal Tool. Meta-analytic results using a three-level Correlated and Hierarchical Effects model with robust variance estimation showed a significant small-to-moderate positive effect on motivation (g = .383, 95% CI [.11, .66], p = .0218). Motivation was assessed more consistently than engagement that could not be included in the meta-analysis due to the lack of validated measures. The systematic review indicates that gamification supports motivation and engagement, with only four studies reporting negative effects. Most interventions used digital platforms (e.g., Kahoot!; Classcraft) and common game elements such as points, leaderboards and instant feedback. Overall, gamification appears promising for enhancing motivation and engagement in mathematics when designs are aligned with students’ needs, balancing competition with mastery and cooperation. Therefore, educators should limit excessive competition and prioritize personal progress and cooperative tasks that foster social interaction. Future studies should employ validated measures, larger samples, and examine both motivation and engagement to strengthen the evidence base and guide effective implementation in education.eng
dc.description.sponsorship2024.00502.BD
dc.identifier.doi10.1007/s10648-025-10108-1
dc.identifier.eissn1573-336X
dc.identifier.issn1040-726X
dc.identifier.urihttp://hdl.handle.net/10400.1/28209
dc.language.isoeng
dc.peerreviewedyes
dc.publisherSpringer
dc.relation.ispartofEducational Psychology Review
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/
dc.subjectGamification
dc.subjectMathematics
dc.subjectMeta-analysis
dc.subjectMotivation
dc.subjectEngagement
dc.titleGamification on mathematics engagement and motivation in secondary school and higher education: a systematic review and meta-analysiseng
dc.typejournal article
dspace.entity.typePublication
oaire.citation.issue1
oaire.citation.startPage16
oaire.citation.titleEducational Psychology Review
oaire.citation.volume38
oaire.versionhttp://purl.org/coar/version/c_970fb48d4fbd8a85
person.familyNameRatinho
person.familyNameFigueiredo
person.familyNameEstêvão
person.familyNameFaísca
person.familyNameMartins
person.givenNameElias
person.givenNameMauro
person.givenNameMaria Dulce da Mota Antunes de Oliveira
person.givenNameLuís
person.givenNameCátia
person.identifierI-4695-2014
person.identifierA-4633-2013
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person.identifier.orcid0000-0002-7151-8363
person.identifier.orcid0000-0003-4859-8817
person.identifier.orcid0000-0002-1819-8516
person.identifier.ridA-1775-2018
person.identifier.scopus-author-id22333823900
person.identifier.scopus-author-id8381590400
person.identifier.scopus-author-id6503944802
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