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Exploring College Student Experiences In A Kinesiology Course Using A Gamified Grading System, Rachel E. Williams, Jedediah E. Blanton, Christopher D. Kilgore, Matthew Jones
Exploring College Student Experiences In A Kinesiology Course Using A Gamified Grading System, Rachel E. Williams, Jedediah E. Blanton, Christopher D. Kilgore, Matthew Jones
Educational Practices in Kinesiology
Past findings indicate mixed results on the effectiveness of gamification in college courses. The use of a gamified version of specifications-based grading (e.g., gamified grading) is not yet well understood. The purpose of this two-part study was to understand students’ perceptions of intrinsic motivation and engagement in a kinesiology course using gamified grading, facilitated by a gamified grading platform called GradeCraft©. We used qualitative inquiry to capture a robust description of the student experience across a semester, identifying themes describing the course management (e.g., comparison with traditional course, individual approach), and the psychological experience (e.g., autonomy, stress). The following semester, …
The Impact Of Closed Captioning And Student Lexile Reading Levels, Jim L. Pruitt
The Impact Of Closed Captioning And Student Lexile Reading Levels, Jim L. Pruitt
Journal of Educational Leadership in Action
This experimental mixed-methods study explores what happens to student Lexile scores when they use closed captioning. The quantitative data analysis procedures involved in this experimental study consisted of utilizing two-sample t-tests to compare the iReady Lexile scores of the participants [n=38] to that of the researched district students [n=810] that were not using closed captioning in this study. The researcher required participants to complete a baseline iReady test to determine their preexisting Lexile levels. Then after the study, participants both in the researched district and in the study, itself were required to complete an iReady post-test to determine their …