Addressing Boundary Conditions of Cognitive and Motivational Effects of Gamified Learning

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Title: Addressing Boundary Conditions of Cognitive and Motivational Effects of Gamified Learning
Language: English
Authors: Stefan Huber, Elizabeth Cloude, Lukas Ober, Moritz Edlinger, Antero Lindstedt, Kristian Kiili, Manuel Ninaus
Source: Frontline Learning Research. 2025 13(3):53-82.
Availability: European Association for Research on Learning and Instruction. Peterseliegang 1, Box 1, 3000 Leuven, Belgium. e-mail: info@frontlinelearningresearch.org; Web site: http://journals.sfu.ca/flr/index.php/journal/index
Peer Reviewed: Y
Page Count: 30
Publication Date: 2025
Document Type: Journal Articles
Reports - Research
Descriptors: Foreign Countries, Gamification, Educational Environment, Context Effect, Adults, Thinking Skills, Learning Processes, Learning Strategies, Efficiency, Motivation, Difficulty Level, Time on Task, Multimedia Materials
Geographic Terms: Austria
ISSN: 2295-3159
Abstract: There is a growing interest in developing gamified learning solutions to address educational challenges. However, learning is highly influenced by the conditions in which it takes place (e.g., does gamified learning in a laboratory setting replicate the outcomes of gamified learning online at home?). Hence, it is crucial to understand the boundary conditions of different learning contexts to effectively implement gamified interventions that provide optimal learner support. This work contributes to such an understanding by assessing how general contextual aspects of three studies on gamified learning influence cognitive learning and motivational outcomes. Therefore, we re-examined the results of two earlier published online studies (Study 1: n=285; Study 2: n=61) and compared the results to a recently conducted laboratory study (Study 3: n=121), all of which employed the same associative learning task. Comparing results through a Bayesian lens, we find that motivational outcomes induced by gamification differ substantially between contexts. In contrast, cognitive learning outcomes seem comparatively robust across different contextual factors, with some indication of subtle influences in agreement with cognitive learning theories. Implications are discussed for future empirical research on learning, highlighting how a better understanding of boundary conditions of gamified learning interventions could open perspectives for context-aware educational interventions.
Abstractor: As Provided
Entry Date: 2026
Accession Number: EJ1494217
Database: ERIC
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  Data: <searchLink fieldCode="AR" term="%22Stefan+Huber%22">Stefan Huber</searchLink><br /><searchLink fieldCode="AR" term="%22Elizabeth+Cloude%22">Elizabeth Cloude</searchLink><br /><searchLink fieldCode="AR" term="%22Lukas+Ober%22">Lukas Ober</searchLink><br /><searchLink fieldCode="AR" term="%22Moritz+Edlinger%22">Moritz Edlinger</searchLink><br /><searchLink fieldCode="AR" term="%22Antero+Lindstedt%22">Antero Lindstedt</searchLink><br /><searchLink fieldCode="AR" term="%22Kristian+Kiili%22">Kristian Kiili</searchLink><br /><searchLink fieldCode="AR" term="%22Manuel+Ninaus%22">Manuel Ninaus</searchLink>
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  Data: <searchLink fieldCode="SO" term="%22Frontline+Learning+Research%22"><i>Frontline Learning Research</i></searchLink>. 2025 13(3):53-82.
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  Data: European Association for Research on Learning and Instruction. Peterseliegang 1, Box 1, 3000 Leuven, Belgium. e-mail: info@frontlinelearningresearch.org; Web site: http://journals.sfu.ca/flr/index.php/journal/index
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  Data: There is a growing interest in developing gamified learning solutions to address educational challenges. However, learning is highly influenced by the conditions in which it takes place (e.g., does gamified learning in a laboratory setting replicate the outcomes of gamified learning online at home?). Hence, it is crucial to understand the boundary conditions of different learning contexts to effectively implement gamified interventions that provide optimal learner support. This work contributes to such an understanding by assessing how general contextual aspects of three studies on gamified learning influence cognitive learning and motivational outcomes. Therefore, we re-examined the results of two earlier published online studies (Study 1: n=285; Study 2: n=61) and compared the results to a recently conducted laboratory study (Study 3: n=121), all of which employed the same associative learning task. Comparing results through a Bayesian lens, we find that motivational outcomes induced by gamification differ substantially between contexts. In contrast, cognitive learning outcomes seem comparatively robust across different contextual factors, with some indication of subtle influences in agreement with cognitive learning theories. Implications are discussed for future empirical research on learning, highlighting how a better understanding of boundary conditions of gamified learning interventions could open perspectives for context-aware educational interventions.
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      – SubjectFull: Motivation
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