Our research

Testing how immersive game-based experiences helps students learn, stay engaged and see university as an option.

Personalise
A speaker presenting beside the STEP UP Research Initiative banner at the UNSW Business School STEP UP 2019 conference.

Why evidence matters

Good intentions, instinct and anecdotal evidence can point us in useful directions - but they are not enough to tell us reliably what works. Rigorous evidence helps us understand which approaches make a real difference, for whom and under what conditions, and turn that knowledge into better programs, policy and outcomes for students.

Parliament of Australia

The Hon Dr Andrew Leigh MP | Assistant Minister for Productivity, Competition, Charities and Treasury

I would like to see more randomised trials of financial literacy programs. UNSW’s STEP UP program has already used randomised trials to test its educational impact and is now preparing a large trial of its high-school program. If we are teaching students to demand evidence before investing, our education programs should probably meet the same standard. That kind of evidence can tell us which programs change behaviour and which messages get through. It can also show us what works at different stages of life.

Key research areas

Study desk icon
Education design and learning environments

Including gamification, incentives, assessment and educational technology.

School building icon
Social mobility and education pathways

Including university aspirations, participation and widening access.

E learning book laptop icon
Micro-credentials and higher education

Including accreditation, verifiability and lifelong learning.

Accounting abacus icon
Behavioural and structural economics of education

Including causal mechanisms, human capital formation and policy simulation.

Presentation projector screen settings icon
Evidence-based education policy and evaluation

Including large-scale randomised trials, administrative data and policy translation.

Our findings

Meeting team monitor woman icon
Female leadership boosts women's performance

Female students whose randomly assigned peer leader was also female scored 0.26 standard deviations higher, an effect comparable to reducing class size by 20%.

Video game xbox controller icon
Fun closes the gender grade gap

Across six trials involving nearly 3,000 students, a more visually engaging learning environment improved female students’ grades by 0.16–0.26 standard deviations, eliminating the gender gap, while male students’ grades were unchanged.

Study exam math icon
The right game features improve results

Live rankings, smaller leaderboards and achievement badges lifted course marks. Grouping students with peers at a similar level was especially effective for students who were falling behind.

Shipment online monitor 1 icon
Online activity can identify who needs help

By Week 2, students’ online engagement could predict whether they would pass or fail with around 85% accuracy, giving teachers an earlier opportunity to provide support.

Video game controller team icon
Serious games outperform traditional training

Medical students who used a video game were more engaged, felt more confident in clinical scenarios (96% compared with 74–76%) and achieved higher learning scores than those using standard materials.

Featured publications

Collaborate with us

STEP UP welcomes researchers, educators, policymakers and industry partners to develop and test new approaches to education.

Work with us on experiments, surveys and real-world school programs that explore how to improve educational achievement, student engagement and learning and academic aspirations and what are the channels through which meaningful, lasting change occurs.

Learn more about the data behind our research