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Table 7 Results of moderator analyses for meta-analysis 2 (enhancement effect of added game-design element over base game version)

From: Effectiveness of digital educational game and game design in STEM learning: a meta-analytic review

Moderator variables

No. St

No. ES

Mean g

se

t

p

95% CI lower

95% CI upper

Omnibus test

F (df1, df2)

p

Level 2 variance

Level 3 variance

Game type

44

81

      

F (5, 75) = 2.230

0.06

0.087

0.092

 Role playing

17

32

0.397

0.103

3.849

< 0.001

0.192

0.603

    

 Strategy

1

1

− 0.618

0.512

− 1.207

0.231

− 1.638

0.402

    

 Action

1

2

− 0.165

0.404

− 0.41

0.683

− 0.97

0.639

    

 Adventure

5

7

− 0.031

0.202

− 0.153

0.879

− 0.432

0.371

    

 Simulation

3

3

0.779

0.276

2.824

0.006

0.229

1.328

    

 Puzzle

17

36

0.287

0.104

2.769

0.007

0.08

0.493

    

Game time

39

68

      

F (2, 65) = 0.342

0.711

0.126

0.098

 Up to 1 day

22

39

0.282

0.099

2.841

0.006

0.084

0.48

    

 Between 1 and 7 days

8

15

0.142

0.174

0.818

0.417

− 0.205

0.489

    

 Over 7 days

9

14

0.329

0.162

2.033

0.046

0.006

0.652

    

Level of realism

40

74

      

F (2, 71) = 0.031

0.97

0.072

0.15

 Cartoon-like

26

49

0.295

0.096

3.076

0.003

0.104

0.487

    

 Photorealistic

7

13

0.284

0.181

1.566

0.122

− 0.078

0.646

    

Schematic

7

12

0.342

0.185

1.852

0.068

− 0.026

0.71

    

Educational level

44

81

      

F (3, 77) = 1.423

0.242

0.096

0.099

 Elementary school

16

28

0.403

0.117

3.444

< 0.001

0.17

0.636

    

 Middle school

16

28

0.19

0.112

1.704

0.092

− 0.032

0.412

    

 High school

4

8

0.016

0.227

0.07

0.944

− 0.436

0.468

    

 College/University

8

17

0.442

0.145

3.047

0.003

0.153

0.731

    

Subject

44

81

      

F (3, 77) = 2.374

0.077

0.088

0.098

 Science

24

53

0.295

0.087

3.394

0.001

0.122

0.468

    

 Math

12

15

0.259

0.138

1.882

0.064

− 0.015

0.533

    

 Engineering

1

1

1.528

0.471

3.247

0.002

0.591

2.465

    

 Computer

7

12

0.223

0.166

1.345

0.182

− 0.107

0.553

    

Learning outcome

44

81

      

F (1, 79) = 6.055

0.016

0.088

0.099

 Knowledge

28

52

0.428

0.085

5.059

< 0.001

0.26

0.596

    

 Cognitive skills

16

29

0.091

0.108

0.849

0.398

− 0.123

0.305

    

Added game design element

44

81

      

F (1, 79) = 4.315

0.041

0.085

0.112

 For gaming

25

40

0.175

0.091

1.917

0.059

− 0.007

0.357

    

 For learning

25

41

0.432

0.093

4.629

< 0.001

0.246

0.617

    
  1. No. St: number of studies; no. ES: number of effect sizes; g: mean effect size (g); SE: standard error; CI: confidence interval; F (df1, df2): Omnibus test of regression coefficient in the model; p: p-value of the omnibus test; level 2 variance: variance between effect sizes extracted from the same study (heterogeneity of within-study); level 3 variance: variance between studies (heterogeneity of between-study)