B
Evidence Grade B
Graded
accuracy verified by the review judge
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Recent
14%
14% -- knowledge retention improvement for gamified e-learning (2025)
Gamification in e-learning can lead to a 14% improvement in knowledge retention according to a study by Gartner.
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Lighthouse Research Team
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Evidence graded
Value
14%
Unit
Percentage
Data Vintage
2025
Entity
Evidence Quality
B
Strong, reliable evidence
Sourced from a well-regarded research firm or industry leader with transparent methodology and a reasonably large sample.
Single source - not yet corroborated
Score breakdown
Extraction
50
Source Trust
60
Citation Chain
60
Independence
30
Methodology
45
Freshness
95
Source
Gartner
Primary
Tier C
https://rollingarrays.com/whitepaper/elevating-e-learning-unveiling-the-hidden-gems-of-e-content-cre… ↗
Source Article
Elevating e-learning: Unveiling the Hidden Gems of E-Content Creation
Whitepaper
Elevating e-learning: Unveiling the Hidden Gems of E-Content Creation
E-Content Creation Best Practices Checklist
Table of Contents
RESOURCES > WHITEPAPER > Elevating e-Learning: Unveiling the Hidden Gems of E-Content Creation
In today’s rapidly evolving business landscape, the ability to…
Original Research
Gartner
· Original study ↗
Methodology
Cited from Gartner study, secondary citation
Methodology documented
Segmentation
IndustryEducation
RoleAll marketers
Channelcontent
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Plain Text
gamified e-learning: 14% knowledge retention improvement. Source: Gartner (2025). Via Lighthouse Intelligence -- https://lighthousedata.io/data/gartner-gamification-retention-14
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<blockquote cite="https://lighthousedata.io/data/gartner-gamification-retention-14" style="border-left:3px solid #2563eb;padding:12px 16px;margin:16px 0;font-family:system-ui,sans-serif;background:#f0f4ff;"><strong>14%</strong> -- knowledge retention improvement for gamified e-learning<br><small>Source: Gartner (2025) · <a href="https://lighthousedata.io/data/gartner-gamification-retention-14" target="_blank" rel="noopener">Lighthouse Intelligence</a></small></blockquote>
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