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Full-Text Articles in Education

The Effect Of Gamification On Elementary Students’ Spanish Language Achievement And Academic Self-Efficacy, Jason Rachels Jul 2016

The Effect Of Gamification On Elementary Students’ Spanish Language Achievement And Academic Self-Efficacy, Jason Rachels

Doctoral Dissertations and Projects

A quasi-experimental, pretest-posttest, non-equivalent control group design was used to examine the effect of gamification on third and fourth grade students’ Spanish language achievement and student academic self-efficacy. In this study, the primary means of incorporating gamification into the experimental group’s Spanish language instruction was through the use of Duolingo®, a computer and mobile app that uses gamification and adaptive learning technology to teach foreign languages. Students in the control group received their regularly scheduled English L1/Spanish L2 class learning activities. The study was 12 weeks in duration. Students were assessed with a 50 question, multiple-choice English to Spanish and …


The Effect Of Gamification On Elementary Students’ Spanish Language Achievement And Academic Self-Efficacy, Jason Rachels Jul 2016

The Effect Of Gamification On Elementary Students’ Spanish Language Achievement And Academic Self-Efficacy, Jason Rachels

Doctoral Dissertations and Projects

A quasi-experimental, pretest-posttest, non-equivalent control group design was used to examine the effect of gamification on third and fourth grade students’ Spanish language achievement and student academic self-efficacy. In this study, the primary means of incorporating gamification into the experimental group’s Spanish language instruction was through the use of Duolingo®, a computer and mobile app that uses gamification and adaptive learning technology to teach foreign languages. Students in the control group received their regularly scheduled English L1/Spanish L2 class learning activities. The study was 12 weeks in duration. Students were assessed with a 50 question, multiple-choice English to Spanish and …


Can Library Research Be Fun? Using Games For Information Literacy Instruction In Higher Education, Jennifer Young Jul 2016

Can Library Research Be Fun? Using Games For Information Literacy Instruction In Higher Education, Jennifer Young

Georgia Library Quarterly

Collectively, the world's population spends about 3 billion hours a week playing video games. To reach game-playing audiences of all ages, educators, including library instructors, are embracing game-based learning to engage and motivate students the same way that games do. In looking at the collective wisdom on what makes a good game, and providing concrete examples of library gaming projects, this paper discusses the best practices for creating virtual and virtual-reality hybrid games for bibliographic instruction. The author explores the literature on gamification and games used for teaching information literacy in higher education, and provides recommendations gleaned from existing research …


Instructional Methods And Engagement: The Impact Of Gamification On Student Learning Of Apa Style, Joyce Elaine Terrell May 2016

Instructional Methods And Engagement: The Impact Of Gamification On Student Learning Of Apa Style, Joyce Elaine Terrell

Graduate Theses and Dissertations

This research examined the effects of simple gamification on the instructional skill outcome and level of engagement as measured by time, repetitions, and responses to the Cognitive Absorption, Perceived Ease of Use and Perceived Usefulness Scale (Saadé and Bahli, 2005). Participants were 70 graduate and undergraduate students randomly assigned to one of two instructional conditions: gamified or typical online instruction. Instruction consisted of three modules on the use of APA 6th ed. (American Psychological Association) citation and reference style in college level writing. Both groups received the same instruction but with different context and directions. Participants in the typical condition …