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