Review Article

A Content Analysis and Meta-Analysis on the Effects of Classcraft on Gamification Learning Experiences in terms of Learning Achievement and Motivation

Table 2

The studies examining the effects of gamification platforms including Classcraft and extracted for the meta-analysis

No.AuthorYearResearch foci

1Alcalá & Garijo2017Learning achievement & Motivation
2Arnab et al.2013Learning achievement
3C.-H. Chen & Yeh2019Learning achievement & Motivation
4C.-Y. Hung et al.2018Motivation
5Cechella et al.2021Learning achievement
6Çetinkaya2019Learning achievement
7Cichy et al.2020Learning achievement
8Cun-Ming Hung et al.2014Learning achievement & Motivation
9Duggal et al.2021Learning achievement
10Ferriz-Valero et al.2020Motivation
11Freire & Carvalho2019Learning achievement
12Haruna et al.2018Motivation
13Hodges et al.2021Learning achievement
14H.-T. Hung2018Motivation
15Hwang et al.2013Learning achievement & Motivation
16Hwang et al.2017Learning achievement & Motivation
17Lee et al.2020Learning achievement & Motivation
18Lin et al.2021Motivation
19Magen-Nagar et al.2019Motivation
20Ou et al.2021Learning achievement
21Özer et al.2018Motivation
22Pan et al.2019Learning achievement & Motivation
23Papadakis & Kalogiannakis2018Learning achievement
24Sánchez et al.2020Learning achievement & Motivation
25Scales et al.2016Learning achievement
26Su2017Motivation
27Vázquez‐Cano et al.2021Motivation