Effects of reward strategies in gamified learning on academic performance: a systematic review

  • Tangible rewards, such as class participation scores, are often incorporated into gamified learning to motivate students. This systematic review synthesized evidence from 16 studies with 18 independent interventions to examine how tangible rewards have been designed and implemented in gamified learning and how they relate to academic performance. Across the studies, tangible rewards varied widely in form, contingency and stakes, ranging from small tokens and badges to extra course grades. The result found that the “exceeding a norm” reward contingency with “low-stakes rewards” associates with more positive academic performance in gamified classes. Based on qualitative insights, good reward administration practices include giving students autonomy in choosing rewards and recognizing learning progress with playful elements (e.g., Lego bricks). However, due to the limited number of interventions, more empirical evidence is needed to clarify whether and under what conditions tangibleTangible rewards, such as class participation scores, are often incorporated into gamified learning to motivate students. This systematic review synthesized evidence from 16 studies with 18 independent interventions to examine how tangible rewards have been designed and implemented in gamified learning and how they relate to academic performance. Across the studies, tangible rewards varied widely in form, contingency and stakes, ranging from small tokens and badges to extra course grades. The result found that the “exceeding a norm” reward contingency with “low-stakes rewards” associates with more positive academic performance in gamified classes. Based on qualitative insights, good reward administration practices include giving students autonomy in choosing rewards and recognizing learning progress with playful elements (e.g., Lego bricks). However, due to the limited number of interventions, more empirical evidence is needed to clarify whether and under what conditions tangible rewards can enhance academic performance in gamified learning.show moreshow less

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Metadaten
Author:Shurui Bai, Yingxue Liu, Khe Foon Hew, Michael SailerORCiDGND, Ya Xiao
URN:urn:nbn:de:bvb:384-opus4-1274924
Frontdoor URLhttps://opus.bibliothek.uni-augsburg.de/opus4/127492
ISSN:1747-938XOPAC
Parent Title (English):Educational Research Review
Publisher:Elsevier BV
Place of publication:Amsterdam
Type:Article
Language:English
Year of first Publication:2026
Publishing Institution:Universität Augsburg
Release Date:2026/01/20
Volume:50
First Page:100766
DOI:https://doi.org/10.1016/j.edurev.2026.100766
Institutes:Philosophisch-Sozialwissenschaftliche Fakultät
Philosophisch-Sozialwissenschaftliche Fakultät / Empirische Bildungsforschung
Philosophisch-Sozialwissenschaftliche Fakultät / Empirische Bildungsforschung / Lehrstuhl für Learning Analytics and Educational Data Mining
Dewey Decimal Classification:3 Sozialwissenschaften / 37 Bildung und Erziehung / 370 Bildung und Erziehung
Licence (German):CC-BY-NC 4.0: Creative Commons: Namensnennung - Nicht kommerziell