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Gamification Learning For Ipad Engagement In Middle School, Chong Xiong
Gamification Learning For Ipad Engagement In Middle School, Chong Xiong
Masters of Arts in Education Action Research Papers
The purpose of this action research was to determine if gamification learning would increase iPad engagement. This research was done in a 7th grade urban middle school over nine weeks in the fall of the school year. A regular 7th grade class of 18 students and an accelerated 7th grade class of 34 students participated in the study. Informed data was collected from pre and post survey, checklists, observations, student journals and gamification platform on Classcraft. The literature review examined the how motivated and self-regulated learner skills contribute to their academic success and how these skills can be used when …