Open Access. Powered by Scholars. Published by Universities.®

Education Commons

Open Access. Powered by Scholars. Published by Universities.®

Curriculum and Instruction

PDF

2019

Student

Articles 1 - 2 of 2

Full-Text Articles in Education

What Is The Impact Of Utilizing An Authentic Study Of An Author’S Life And Literary Works To Increase Students’ Motivation To Read In A Third Grade Gifted And Talented Classroom?, Cherie B. Salem Apr 2019

What Is The Impact Of Utilizing An Authentic Study Of An Author’S Life And Literary Works To Increase Students’ Motivation To Read In A Third Grade Gifted And Talented Classroom?, Cherie B. Salem

Theses and Dissertations

This Dissertation in Practice (DIP) utilizes action research methods to answer the question of: What is the impact of utilizing an authentic study of an author’s life and literary works to increase students’ motivation to read in a third grade gifted and talented classroom? Through intentional questioning and inquiry, the following Chapters provide justification of the Problem of Practice (POP), why students who have the ability or will to read, do not have the motivation or desire to read. Does this negative attitude toward reading begin through literacy curriculum taught in our schools today? Literacy curricula in schools today do …


Game Types, Game-Related Behaviors And Resilience: Creating A Roadmap For Effective Gamification Design In Higher Education, Patrick Marino Jan 2019

Game Types, Game-Related Behaviors And Resilience: Creating A Roadmap For Effective Gamification Design In Higher Education, Patrick Marino

Dissertations

Gamification, or the use of game-based mechanics and thinking in real world applications, is on the rise in educational environments. While various applications seek to increase engagement and motivation for tasks related to student success, research regarding best practices for the design of such systems is lacking. In fact, conflicting outcomes from various gamification studies at the secondary and tertiary education levels suggest that not all gamification designs are effective for increasing student success. Meanwhile, research from the medical field indicates gamification can be used to increase resilience; which has been linked to various student success outcomes including academic performance. …