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Meta-Analytical Considerations for Gamification in Higher Education: Existing Approaches and Future Research Agenda

机译:高等教育群体的META分析考虑因素:现有方法和未来研究议程

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Gamification is one of the most trending scientific topics in recent times, with higher education receiving the most concentrated focus of interest. Due to the relative infancy of this domain, three meta-analytical approaches were published in this domain, despite the accelerated speed of new manuscripts seeing light, indicating the need for more contributions in this regard. The present article explores this research area, concentrating on the relevance of publication bias tests in meta-analytical approaches, discussing the results of existing meta-analytical contributions in this sector. The heterogeneity of interpretation, analyzed constructs and relationships makes it, however, rather challenging to conduct a successful meta-analysis. The paper therefore deals with the comparison of existing methods for correction of publication bias, leading to an enhanced focus on evaluated constructs, and the effective exclusion of threats, such as population effect overestimation, selective reporting, and p-hacking.
机译:博彩是近期最趋势的科学主题之一,高等教育接受了最集中的感兴趣焦点。由于该领域的相对婴儿婴儿婴儿,在该领域发表了三种元分析方法,尽管新手稿的速度加速了光明的速度,但表明在这方面需要更多贡献。本文探讨了这一研究领域,集中于在荟萃分析方法中的出版物偏差试验的相关性,讨论了该部门现有的荟萃分析贡献的结果。然而,解释,分析构建和关系的异质性使其变得挑战,以进行成功的荟萃分析。因此,本文处理了现有方法纠正出版物偏差的方法,导致对评估构建的重点增强,以及有效排除威胁,例如人口效应高估,选择性报告和对黑客。

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