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 5

Egger’s test results presenting publication bias in the data.

Std_EffCoef.Std. err.t > t[95% CI]

Slope0.30319960.16897721.790.082−0.04058710.6469862
Bias1.7827341.1875031.500.143−0.63325924.198728