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Gamification

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Full-Text Articles in Education

Gamified Ungrading: Playing With Andragogy And Feminist Instructional Design, Stefani Boutelier Apr 2024

Gamified Ungrading: Playing With Andragogy And Feminist Instructional Design, Stefani Boutelier

Feminist Pedagogy

This article explored an original graduate-level teaching activity of gamification and ungrading through a feminist instructional design lens. We can understand outcomes of gamified equitable grading experiences by de-centering adult interpretations and habits of colonial educational structures–not only for the learners but as current and future leaders. These strategies were evaluated with student self-evaluations, feedback loops, and reflexivity through modeling and co-reflection. The outcomes and potential for replication of a gamified ungrading experience bring forward a humanized curriculum for all levels of learners and designers.


The Impact Of Using Gamified Augmented Reality In Developing Learning Engagement And Quality Of Learning Life Among Tenth-Grade Physics Students, Majed A. Alharthi Dr. Apr 2024

The Impact Of Using Gamified Augmented Reality In Developing Learning Engagement And Quality Of Learning Life Among Tenth-Grade Physics Students, Majed A. Alharthi Dr.

International Journal for Research in Education

The research aimed to examine the impact of gamified augmented reality (AR) on engagement in learning and the quality of educational life. The research sample included (90) tenth grade students distributed in three schools, and they were distributed into three groups of (30) students in each group, the first experimental group taught using gamified AR, the second experimental group taught using non- gamified AR, and the third is a control group taught in the usual way in the classroom, and each school included an independent group of research groups. A quasi-experimental design was adopted to study the impact of using …


Narrative World Building: Creative Applications For Gamification In Study Abroad, Ashley Lear Feb 2024

Narrative World Building: Creative Applications For Gamification In Study Abroad, Ashley Lear

Publications

This study examined a cohort of 12 study abroad participants taking a course on video game topography and narrative in Salamanca, Spain, to determine how inhabiting and co-creating narrative worlds as part of the coursework might impact the experiences of the students inside and outside of the classroom as they engaged in mandated and optional cultural engagement activities, such as museum tours and excursions to historical sites. Students completed two gameful learning activities: 1) they co-created their own narrative game world in a group game proposal assignment drawing upon research from storytelling through game environments, and 2) they created independent …


Investigating The Impact Of Leaderboards, Badges, And Ebucks On High School English Language Learners’ Cognitive Engagement, Self-Efficacy And Intrinsic Motivation Toward Reading In English, Omar J. Almamoori Jan 2024

Investigating The Impact Of Leaderboards, Badges, And Ebucks On High School English Language Learners’ Cognitive Engagement, Self-Efficacy And Intrinsic Motivation Toward Reading In English, Omar J. Almamoori

Theses and Dissertations--Curriculum and Instruction

This study examines the impact of gamification elements, in particular leaderboards, badges, and eBucks, on the cognitive engagement (CE), intrinsic motivation (IM), and self-efficacy (SE) of English Language Learners (ELLs) at a high school in the Southeastern United States. The investigation, conducted during optional weekly readings, utilizes a mixed methods design to investigate the effects of gamification on ELLs' learning experiences. Through pre-post surveys and semi-structured interviews, data was collected to assess the gamified intervention's impact. Utilizing a one-way covariate analysis (ANCOVA) in IBM SPSS Statistics (version 29), the study evaluates the effect of gamification while controlling for grade, gender, …


Using Gamification To Foster Student Resilience And Motivation To Learn, And Using Games To Teach Significance Testing Concepts In The Statistics Classroom, Todd Partridge Dec 2023

Using Gamification To Foster Student Resilience And Motivation To Learn, And Using Games To Teach Significance Testing Concepts In The Statistics Classroom, Todd Partridge

All Graduate Theses and Dissertations, Fall 2023 to Present

Two studies are outlined in this dissertation.

In the first study, elements of Super Mario Bros. videos games were used to change the way college students in a beginners’ statistics course were graded on their work. This was part of an effort to help students remain optimistic in the face of challenging coursework and even failure on assignments and tests. The study shows that the changes made to the grading structure did help students to keep trying and to use the materials given to them by their professor until they achieved their desired grade in the course, and suggests ways …


The Effects Of Gamified Peer Feedback On Student Writing In High School English Language Arts, Kerise Amaris Broome Apr 2023

The Effects Of Gamified Peer Feedback On Student Writing In High School English Language Arts, Kerise Amaris Broome

Theses and Dissertations

National assessments on writing show that student proficiency is low in part because many high school students lack revision skills. Compounding the problem is that as classroom sizes grow, teachers have less time to give the feedback that students need to improve. Peer feedback shows promise in being able to solve the feedback problem, but it must be carefully structured to be effective. The purpose of this action research was to evaluate the impact of gamified peer feedback in a high school English Language Arts classroom at Southern Charter High School. Three research questions guided this study: (1) What impact …


The Impact Of Implementing A Gamified Application On Teaching And Learning Vocabulary In A Fourth Grade English Classroom In The Uae, Amani Mohammed Almostafa Apr 2023

The Impact Of Implementing A Gamified Application On Teaching And Learning Vocabulary In A Fourth Grade English Classroom In The Uae, Amani Mohammed Almostafa

Theses

This thesis is concerned with the impact of using digital games or gamification on learning vocabulary for English language fourth graders in a classroom in the UAE. The main objective of this thesis is to examine how the use of digital games may affect the process of learning vocabulary in a grade four classroom. Another purpose of this study is to investigate learners' and teachers' perceptions of learning vocabulary items. A Quasi-experimental mixed method design has been implemented in this study. Three Grade four classes experimented with independently engaging in gamified vocabulary software named Blooket. The three classes were each …


Gamification: Game-Based Learning / Serious Games And 21st Century Soft Skill Development In Nursing Education, Stephanie Marie Adams Jan 2023

Gamification: Game-Based Learning / Serious Games And 21st Century Soft Skill Development In Nursing Education, Stephanie Marie Adams

Theses and Dissertations

This study examined the development of 21st century skills through gamification, game-based learning (GBL), and serious games in nursing education in institutions of higher education in the United States. This paper reviews the history of gamification in nursing pedagogy through three domains of research. It includes an overview of research related to the development and implementation of gamification, GBL, and serious games in nursing education as well as the impact on the development of 21st century skills in digital natives. The focus was on the historical literature related to gamification, GBL, and serious games at institutions of higher education in …


Evaluating System Usability, Workload Suitability, And User Experience Of Game-Based Virtual Reality In Spaceflight Education And Training, Lana Laskey, Joseph Keebler Dec 2022

Evaluating System Usability, Workload Suitability, And User Experience Of Game-Based Virtual Reality In Spaceflight Education And Training, Lana Laskey, Joseph Keebler

National Training Aircraft Symposium (NTAS)

Game-based instruction and immersive virtual reality are enhanced pedagogical methods beneficial in training environments involving complex disciplines, ranging from medical applications to construction engineering technology. This study investigated the use of game-based virtual reality (GBVR) when applied to the complex discipline of spaceflight education and training. As modern society places increasing demand on space-based amenities, the need for proficient satellite operators will also increase, requiring more accessible and more advanced training options. Spaceflight training scenarios, immersed in the GBVR environment, were developed and deployed to university student participants. Multiple validated scales were used to measure the GBVR system regarding three …


Exploring Using Game-Based Learning And Gamification In A Secondary Classroom To Increase Engagement, Mandee Lynn Thiell Dec 2022

Exploring Using Game-Based Learning And Gamification In A Secondary Classroom To Increase Engagement, Mandee Lynn Thiell

Culminating Experience Projects

Research has connected the importance of student engagement and student experience within the classroom but continue to use teacher directed traditional teaching methods. This project explores the use of gamification and game-based learning and how it promotes student engagement. The use of games and game-elements provide a relevant approach that focuses on student autonomy and experience, and ultimately use fun engaging ways to motivate students to learn. This project provides an entry level learning in-service opportunity for secondary educators to discover and create their own lessons that implement gamification and game-based learning in their classrooms in hopes to increase student …


The Effect Of Using The Gamification Strategy On Academic Achievement And Motivation Towards Learning Problem-Solving Skills In Computer And Information Technology Course Among Tenth Grade Female Students, Mazyunah Almutairi, Prof. Ahmad Almassaad Feb 2022

The Effect Of Using The Gamification Strategy On Academic Achievement And Motivation Towards Learning Problem-Solving Skills In Computer And Information Technology Course Among Tenth Grade Female Students, Mazyunah Almutairi, Prof. Ahmad Almassaad

International Journal for Research in Education

Abstract

This study aimed to identify the effect of using the gamification strategy on academic achievement and motivation towards learning problem-solving skills in computer and information technology course. A quasi-experimental method was adopted. The study population included tenth-grade female students in Al-Badi’ah schools in Riyadh. The sample consisted of 54 students divided into two equal groups: control group and experimental group. The study tools comprised an achievement test and the motivation scale. The results showed that there were statistically significant differences between the two groups in the academic achievement test in favor of the experimental group, with a large effect …


Classdojo And The Effects Of Gamification On Student Engagement Within The Third-Grade Art Classroom: An Action Research Study, Amanda Wrenn Brown Oct 2021

Classdojo And The Effects Of Gamification On Student Engagement Within The Third-Grade Art Classroom: An Action Research Study, Amanda Wrenn Brown

Theses and Dissertations

The purpose of this action research was to evaluate the impact of technology integrated gamification strategies on third-grade students’ engagement in an art classroom at an elementary school with a Science, Technology, Engineering, Art, and Math (STEAM) based curriculum. To increase student engagement, educators and evaluators not only need to understand how engagement has been defined, but also how to assess the options for measuring it. Appropriate use of technology and gamification in classrooms may increase aspects of student engagement, evidenced by taking initiative and responsibility for learning, using resources wisely, and having an interest and desire to pursue information …


I Told You That To Tell You This: Metagaming And Metacognition In The Hybrid Classroom, Marc A. Ouellette Dec 2020

I Told You That To Tell You This: Metagaming And Metacognition In The Hybrid Classroom, Marc A. Ouellette

English Faculty Publications

This paper theorizes the use of play and gamified methods to foster metacognition, or strategies for learning and learning about learning, in online graduate instruction. In the process, it calls into question the determinism of “serious” games as being the only means of facilitating metacognition. Ultimately, by adopting metagame approaches—that is, approaches based on0 goals and achievements that are external to the game and/or are developed by the players themselves—metacognition can and does occur because students participate in the development of the rewards. Moreover, any metagame feature ultimately becomes a commentary so that an approach based on metagaming offers its …


101up: Implementation Of A Gamified Curriculum To Increase Self-Regulated Learning Skills And Motivation For At-Risk Students In A First-Year Experience Course— An Action Research Study, Candace Lisek Bruder Oct 2020

101up: Implementation Of A Gamified Curriculum To Increase Self-Regulated Learning Skills And Motivation For At-Risk Students In A First-Year Experience Course— An Action Research Study, Candace Lisek Bruder

Theses and Dissertations

The transition to college from high school is significant for at-risk students, especially as they tend to struggle with self-regulated learning skills when trying to adapt to the university environment. In an attempt to mitigate this challenge and assist students with this transition, many universities offer first-year experience courses. Nationally, however, a quarter of freshmen students still drop out before their sophomore year. The purpose of this action-based research study was to evaluate the implementation of a gamified curriculum for at-risk students enrolled in a university first-year experience course. The first research question in this study explored how and in …


Grand Challenge No. 3: Digital Archaeology Technology-Enabled Learning In Archaeology, Meaghan M. Peuramaki-Brown, Shawn G. Morton, Oula Seitsonen, Chris Sims, Dave Blaine Sep 2020

Grand Challenge No. 3: Digital Archaeology Technology-Enabled Learning In Archaeology, Meaghan M. Peuramaki-Brown, Shawn G. Morton, Oula Seitsonen, Chris Sims, Dave Blaine

Journal of Archaeology and Education

Archaeology is traditionally a hands-on, in-person discipline when it comes to formal and informal instruction; however, more and more we are seeing the application of blended and online instruction and outreach implemented within our discipline. To this point, much of the movement in this direction has been related to a greater administrative emphasis on filling university classrooms, as well as the increasing importance of public outreach and engagement when it comes to presenting our research. More recently, we have all had to adjust our activities and interactions in reaction to physical distancing requirements during a pandemic. Whether in a physical …


Leveling Up Instruction: Action Research Evaluating The Impact Of Gamification On The Intrinsic Motivation And Academic Performance Of Students Disaffected From High School English Language Arts, Michael Brian Jett Jul 2020

Leveling Up Instruction: Action Research Evaluating The Impact Of Gamification On The Intrinsic Motivation And Academic Performance Of Students Disaffected From High School English Language Arts, Michael Brian Jett

Theses and Dissertations

The purpose of this action research was to evaluate the impact of gamification on the intrinsic motivation and academic performance of students disaffected from high school English language arts (ELA). Three questions guided this study: (a) how does gamification affect the intrinsic motivation of students disaffected from high school ELA, (b) does gamification affect the academic performance of students disaffected from high school ELA, and (c) what recommendations can students offer after reflecting on their experiences with gamification?

The game elements of challenge, narrative, role-play, and teamwork were incorporated into the design of a five-week instructional unit focused on research …


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. …


Game Play In Education: An Exploration Of The What, How, And Why, Carrin Lynn Blyth Nov 2018

Game Play In Education: An Exploration Of The What, How, And Why, Carrin Lynn Blyth

CUP Ed.D. Dissertations

This study explored whether teachers utilize games in the classroom, known as gamification and, if so, whether they used games according to game theory that exists in the field of gaming and game design. In higher education and secondary environments, educators report that problems exist as far as student behavior and engagement. Many students do not want to learn. The literature review conducted as part of this study indicated that when teachers gamified their classrooms few empirical investigations were conducted in the K-12 setting; another shortcoming was a lack of a uniform classification system for game elements among the literature, …


Design Case: Implementing Gamification With Arcs To Engage Digital Natives, Travis N. Thurston Apr 2018

Design Case: Implementing Gamification With Arcs To Engage Digital Natives, Travis N. Thurston

Journal on Empowering Teaching Excellence

Gamification is an emerging topic for both student engagement and motivation in higher education online courses as digital natives become post-secondary students. This design case considers the design, development, and implementation of a higher education online course using the ARCS model for motivational design combined with the four-phase model of interest development as a framework for gamification implementation. Through “designerly ways of knowing,” this design case explores engaging digital native students with a gamified online course design, which will be of interest to instructional designers and instructors in higher education. Overall, students in the pilot course responded favorably to the …


The Effects Of A Gamified Curriculum On High-School Students, Joshua Kyle Bastean Jan 2018

The Effects Of A Gamified Curriculum On High-School Students, Joshua Kyle Bastean

Theses and Dissertations

One of the emerging trends in education is gamification, a concept that has been applied in other fields, such as business and advertising, with great success. Gamification can be defined as adding game elements to non-game constructs. This study followed a high-school Algebra II teacher and 10 of her students in an attempt to document the effects of gamification on student academic engagement. Multiple methods of data collection were used to gather data from students and teachers. After analysis, the data showed that gamification had a positive effect on student academic engagement. The results were used to create an action …


The Building Blocks Of History, Nicole Martin Sep 2017

The Building Blocks Of History, Nicole Martin

Greater Faculties: A Review of Teaching and Learning

Dr. Steve Davis is an Assistant Professor of History at the University of Kentucky, where he teaches precolonial and modern South African history using the popular video game Minecraft. CELT's Dr. Nicole Martin asked Dr. Davis about his goals for student learning, and how he encourages students to develop skills in historical analysis through virtual world-building.


Analysis Of A Stem Education Professional Development Conference For Pre-Service Educators, Keeta Holmes, Pamela Atkinson-Hamilton, Tiffanni Durham, Gloria Hardrict-Ewing, Deborah Heisler, Christina Hughes, Rosalinda Williams, Lane Walker, Christopher Young-El, Amy Dooley Jul 2017

Analysis Of A Stem Education Professional Development Conference For Pre-Service Educators, Keeta Holmes, Pamela Atkinson-Hamilton, Tiffanni Durham, Gloria Hardrict-Ewing, Deborah Heisler, Christina Hughes, Rosalinda Williams, Lane Walker, Christopher Young-El, Amy Dooley

Dissertations

Science, technology, engineering, and mathematics (STEM) disciplines are attracting increased attention in education. The iSTEM 2017 conference was a professional development program designed to acquaint pre-service teachers with interdisciplinary, research-based STEM instructional strategies that can transform traditional classroom instruction into dynamic learning environments.

The STEM Education Scholars (STEMES) is a Learning Community of Practice, housed in the College of Education, at a midsized mid-western public research university. The program of study focused on designing a professional development program for future Pre-K12 teachers. The iSTEM 2017 conference presented by the STEMES Community of Practice sought to inform pre-service teachers of STEM …


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 …


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 …


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 …


A Resource Website For Game-Based Learning, Gerald Phillips Apr 2015

A Resource Website For Game-Based Learning, Gerald Phillips

Master of Education in Instructional Design and Technology Plan II Graduate Projects

Motivation is a huge factor in the success of students at all ages, especially in this fast paced technological world we live in. So - what motivates people to learn? Better yet, what, plain and simply, motivates people? Digital and non-digital games have a strong grasp on the attention of people across the world. They provide competition and mental stimulation that many people just cannot find in reality. Games engage players in unique problem solving situations, let them explore and satisfy curiosity, and connect players around the world who otherwise would never meet. Every achievement offers a reward and increase …


Selected Bibliography: Institutional Repositories As Gamified Environments To Stimulate Student Agency And Faculty Impact, Jeanne Price, David Mcclure Apr 2014

Selected Bibliography: Institutional Repositories As Gamified Environments To Stimulate Student Agency And Faculty Impact, Jeanne Price, David Mcclure

Bibliographies

Selected bibliography of articles and books prepared in connection with the presentation by Professors Jeanne Price and David McClure on “Institutional Repositories as Gamified Environments to Stimulate Student Agency and Faculty Impact,” which was delivered at the Nevada Conference on Digital Learning held at the University of Nevada, Las Vegas on April 11-13, 2014.


Library Instruction And Ludonarrative Dissonance: Making Our Rules Fit Our Narrative, Jeffrey Gallant Aug 2013

Library Instruction And Ludonarrative Dissonance: Making Our Rules Fit Our Narrative, Jeffrey Gallant

Georgia International Conference on Information Literacy

See presentation description.


Brainstorm: A Highly Competitive Game And Its Effect On Fifth Grade Science And Social Studies Achievement, John William Meyers Jan 1970

Brainstorm: A Highly Competitive Game And Its Effect On Fifth Grade Science And Social Studies Achievement, John William Meyers

All Master's Theses

In recent years a difference of opinion has existed regarding the effectiveness of games. Some educators believe games have many intrinsic values to facilitate learning and achievement. Others believe the competition involved from participating in games is detrimental to some student's emotional status. No sound research has been conducted in relation of games to achievement. The purpose of this study is to determine whether a highly competitive game called Brainstorm will serve as a media toward motivation and will improve achievement in science and social studies at the fifth grade level.