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Open Access. Powered by Scholars. Published by Universities.®

2020

Curriculum and Instruction

Theses and Dissertations

Gamification

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Full-Text Articles in Education

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 …


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 …