THE RESEARCH

Learning sticks when people play.

Decades of learning science show that people remember more when they practice recalling, get instant feedback and come back for another round. Here is what the research says, what it doesn’t, and how GAMIFAI is built around it.

Every figure on this page links to its study and was checked against the original paper.

The short version

Three meta-analyses agree: compared with the same lessons without game elements, gamified and game-based learning leads to better learning, and it lasts. The strongest evidence is about learning and retention, not motivation, and it comes from practice built into the game, not from points and badges alone.

What the research found

Seven findings from peer-reviewed research and one from Gallup, in plain English.

How big are the effects?

Effect sizes let you compare studies on one scale. As a rough guide, 0.2 is a small effect, 0.5 is medium and 0.8 is large. Practice testing, the engine inside every GAMIFAI challenge, has the largest effect here.

  • Practice testing vs other conditions0.61
  • Gamification on academic performance0.504
  • Gamification on learning outcomes0.49
  • Gamification on motivation0.36
  • Serious games on delayed retention0.36
  • Serious games on learning0.29
  • Gamification on behavior0.25
Standardized mean differences (Hedges’ g or Cohen’s d) as reported in each study. These are not percentages: g = 0.49 does not mean 49% better.
Show as a table
ComparisonEffect sizeSource
Practice testing vs other conditions0.61Adesope, Trevisan & Sundararajan, Review of Educational Research, 2017
Gamification on academic performance0.504Bai, Hew & Huang, Educational Research Review, 2020
Gamification on learning outcomes0.49Sailer & Homner, Educational Psychology Review, 2020
Gamification on motivation0.36Sailer & Homner, Educational Psychology Review, 2020
Serious games on delayed retention0.36Wouters et al., Journal of Educational Psychology, 2013
Serious games on learning0.29Wouters et al., Journal of Educational Psychology, 2013
Gamification on behavior0.25Sailer & Homner, Educational Psychology Review, 2020

Why it works

Games don't help because they're fun. They help because good ones are built on how memory works.

By use case

What the evidence says for the kinds of training our customers run.

What the research warns about

Gamification isn't magic, and the research is honest about its limits. So are we.

  • The research warns

    Results vary a lot between studies. How a game is designed matters more than whether one is used at all.

    Sailer & Homner, Educational Psychology Review, 2020

    How GAMIFAI responds

    Every game is built from your actual content, with recall and feedback at its core instead of decoration.

  • The research warns

    Motivation effects were not reliable in the most rigorous studies, and serious games were not shown to be more motivating than other instruction.

    Sailer & Homner, Educational Psychology Review, 2020; Wouters et al., Journal of Educational Psychology, 2013

    How GAMIFAI responds

    We lead with learning and retention, and treat engagement as a bonus rather than a promise.

  • The research warns

    Competition alone can backfire. In one 16-week course, leaderboards and badges lowered motivation and exam scores.

    Hanus & Fox, Computers & Education, 2015

    How GAMIFAI responds

    GAMIFAI has no public leaderboards. Progress is personal, and people play at their own pace in the style they choose.

  • The research warns

    Points that don’t reflect real learning are just noise.

    How GAMIFAI responds

    Points come only from correct answers, graded on our servers, and mastery is tracked objective by objective.

  • The research warns

    Novelty fades over time.

    How GAMIFAI responds

    Several game styles today, more game types on the way, and replayable rounds keep practice from depending on novelty.

  • The research warns

    Published game studies may overstate effects, because positive results get published more often.

    Sitzmann, Personnel Psychology, 2011

    How GAMIFAI responds

    We encourage teams to run a before-and-after pilot on their own material and judge by their own results.

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