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 4
Metaregression results presenting the potential factors contributing to heterogeneity.
| _ES | Coef. | Std. err. | t | > t | [95% CI] |
| year | −0.006479 | 0.0274077 | −0.24 | 0.815 | −0.0628163 | 0.0498584 | foci | 0.088852 | 0.1541811 | 0.58 | 0.569 | −0.2280718 | 0.4057758 | En | 0.0009369 | 0.002554 | 0.37 | 0.717 | −0.004313 | 0.0061868 | Em | 0.0824363 | 0.0263825 | 3.12 | 0.004 | 0.0282062 | 0.1366663 | Esd | −0.0306149 | 0.0482229 | −0.63 | 0.531 | −0.1297386 | 0.0685088 | Cn | −0.0010384 | 0.0029291 | −0.35 | 0.726 | −0.0070593 | 0.0049824 | Cm | −0.0783375 | 0.0276122 | −2.84 | 0.009 | −0.1350952 | −0.0215797 | Csd | −0.0184393 | 0.0511009 | −0.36 | 0.721 | −0.1234786 | 0.0866001 | _cons | 13.49913 | 55.2608 | 0.24 | 0.809 | −100.0911 | 127.0893 |
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