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Gamification

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Full-Text Articles in Educational Technology

Escaping The Cyberstorm: A Gamified Social Engineering Training Program, Noah Mcclanahan, Fadi Abu-Amara, Ali Khattab, Travis Jett, Andre Jackson Jul 2026

Escaping The Cyberstorm: A Gamified Social Engineering Training Program, Noah Mcclanahan, Fadi Abu-Amara, Ali Khattab, Travis Jett, Andre Jackson

Journal of Cybersecurity Education, Research and Practice

In this research work, we explored the effectiveness of gamification in improving cybersecurity awareness and training users on targeted social engineering attacks. Traditional cybersecurity training focuses on lectures and videos. These training methods may not actively engage employees, which reduces their knowledge retention and ability to recognize social engineering attacks. This lack of involvement is a concern, as social engineering continues to be one of the most prevalent attack methods faced by end-users. A gamified training program, Escaping the Cyberstorm, was developed using the Godot game engine to address key challenges in spreading cybersecurity awareness. The game includes real-life …


It’S No Longer Greek To Me: A Gamified Parsing Study Tool, Josiah J. Lane May 2026

It’S No Longer Greek To Me: A Gamified Parsing Study Tool, Josiah J. Lane

Senior Honors Theses

Learning Koine Greek presents significant challenges due to the language’s complex morphology, including multiple verbal forms encoding tense, aspect, mood, voice, person, and number. Traditional methods relying on rote memorization often fail to support long-term retention and rapid parsing ability. This project presents a web-based parsing study tool designed to address these challenges by integrating spaced repetition algorithms, active recall, and gamification principles. The system leverages a relational database of lexical forms and parsed words, enabling adaptive scheduling of practice items based on individual learner performance. Gamified elements, including scoring, progress tracking, and immediate feedback, sustain engagement and encourage consistent …


Gaming The Simulation To Assess Dpt Student Learning, Laura Stephens, Gretchen R. Prather Mar 2026

Gaming The Simulation To Assess Dpt Student Learning, Laura Stephens, Gretchen R. Prather

Journal of Innovation in Health Sciences Education

Introduction: The purpose of this study was to assess Doctor of Physical Therapy student learning and motivation through participation in a novel, gamified case study simulation while describing the application of International Nursing Association of Clinical Simulation and Learning (INACSL) Healthcare Simulation Standards of Best PracticeTM and application of game elements. Gamification is an emerging interest in health care education but has been minimally explored within physical therapy education in the United States. Additionally, published studies often fail to detail INACSL standards of simulation best practice or game elements in simulation design.

Methods: Sixty-five DPT students participated in …


Fostering Agency In Future Educators: Redesigning Instruction For Children's Literature Discovery Amidst Policy Changes, Rae Mair Feb 2026

Fostering Agency In Future Educators: Redesigning Instruction For Children's Literature Discovery Amidst Policy Changes, Rae Mair

Georgia International Conference on Information Literacy

Recent changes in Florida policy led to the removal of several locally developed library resources. These resources had supported the discovery of children’s literature reflecting a range of cultural and social perspectives, along with the lesson plans created by students and faculty to accompany them. The shift placed greater emphasis on helping undergraduate teacher education students locate books on their own using advanced search strategies and available tools. Strengthening these skills has become increasingly important for supporting student agency in selecting materials for their classrooms. However, motivating students to engage with advanced search techniques in library catalogs and databases can …


Level Up Your Teaching: A Qualitative Analysis Of Teachers’ Perceptions On Gamification As A Tool For Learning, Bryant Wesley Lazenby Dec 2025

Level Up Your Teaching: A Qualitative Analysis Of Teachers’ Perceptions On Gamification As A Tool For Learning, Bryant Wesley Lazenby

Dissertations

This qualitative study investigated K-12 teachers’ views about gamification as an instructional tool to increase student motivation, self-efficacy, and learning mastery. Kelly’s Curriculum Theory and Bandura’s Self-Efficacy Theory were used to investigate how gamified learning environments affect teacher practice and self-efficacy. Seventeen teachers participated in a researcher-designed Qualtrics survey that included both Likert-style and open-ended items. The researcher used descriptive statistics and thematic coding of responses, based on participants’ self-identified levels of gamification experience. The research produced three main findings, which showed that (1) Gamification motivates students through collaborative work, challenging tasks, and progress tracking systems, (2) Students build self-efficacy …


Assessing The Effects Of Leaderboards On Motivation And Math Achievement Of 5th And 6th Grade Students, Michele Alfieri Dec 2025

Assessing The Effects Of Leaderboards On Motivation And Math Achievement Of 5th And 6th Grade Students, Michele Alfieri

Boise State University Theses and Dissertations

Traditional teacher-led instructional methods are increasingly disconnected with the learning preferences of students raised in digital environments. These learners often require information to be delivered more rapidly and engagingly, prompting educators to incorporate strategies such as gamification to maintain student motivation and interest. Gamification, which involves integrating game design elements into non-game settings, has been shown to enhance engagement. A common feature of gamification is the use of leaderboards, which are visual displays that show individual and peer performance rankings. While leaderboards can foster motivation through competition, their effect on student morale and achievement outcomes is mixed. The purpose of …


Understanding Students’ Psychological Needs Satisfaction And Frustration In A Gamified Biology I Course: A Mixed Method Study, Shakiyla Huggins Dec 2025

Understanding Students’ Psychological Needs Satisfaction And Frustration In A Gamified Biology I Course: A Mixed Method Study, Shakiyla Huggins

Boise State University Theses and Dissertations

The purpose of this study was to examine how gamification impacts student motivation in higher education through the framework of Self-Determination Theory (SDT). While previous research has linked gamification to engagement, this study addressed a gap by directly measuring students' satisfaction and frustration with their basic psychological needs — autonomy, competence, and relatedness — in a gamified undergraduate Biology I course. A convergent parallel mixed methods design was employed. Quantitative data were collected using the Basic Psychological Need Satisfaction and Frustration Scale (BPNSFS) from 22 students who completed both pre- and post-course surveys. Qualitative data were drawn from student reflection …


Fostering Vocabulary Enhancement Through Quizizz: A Perspective On Digital Gamification, Joseph Decena Dayag Jun 2025

Fostering Vocabulary Enhancement Through Quizizz: A Perspective On Digital Gamification, Joseph Decena Dayag

Journal of English and Applied Linguistics

As interactive gamified platforms increasingly shape the current academic landscape, this perspective paper critically examines Quizizz’s contribution to English language learners’ vocabulary development. Drawing on Self-Determination Theory and Krashen’s Affective Filter Hypothesis, it analyzes how game elements—such as immediate feedback, point-based competition, and accessible design—satisfy learners' psychological needs for autonomy, competence, and relatedness, enhancing intrinsic motivation and reducing anxiety. Synthesizing insights from recent empirical studies and pedagogical practice, the paper demonstrates that Quizizz promotes both learner engagement and vocabulary retention. It also identifies gaps in the literature regarding cognitive depth, emotional engagement, and the sustainability of vocabulary gains. The discussion …


An Interactive Walkthrough Of Richard Kostelanetz’S Library, Martin Glick Jun 2025

An Interactive Walkthrough Of Richard Kostelanetz’S Library, Martin Glick

Dissertations, Theses, and Capstone Projects

My project utilizes the visual novel game engine Ren’Py to create an embodied virtual walkthrough of Richard Kostelanetz’s personal library. Kostelanetz is a pioneering avante-garde artist, critic, and anthologist whose work spans multiple decades and artistic practices. This interactive experience introduces users to the astounding collection of 25,000 books that Kostelanetz has amassed in Ridgewood, Queens over his decades of publishing avant-garde literature. While scholars might be familiar with his anthologies such as Scenarios: Scripts to Perform (1980) and Texts-Sound Texts (1980), my project allows users to browse through sample pages of his original “Book Art”.

This New Media Object …


Maybe It Really Is Those Damn Phones, Sarah F. Garvin May 2025

Maybe It Really Is Those Damn Phones, Sarah F. Garvin

Honors Projects

Technology is an integral part of modern life and has extended into elementary classrooms where one-to-one device programs have become the norm. While technology can increase accessibility to education, its widespread integration in learning environments raises concerns about its long-term impact on students and teachers. This research critically examines gamified learning applications and technology use in elementary education, questioning whether they enhance learning, curiosity, and problem-solving skills. A qualitative methods approach was employed, using surveys and interviews conducted with educators in Seattle Public Schools to assess the effects of technology-driven instruction. The resulting data were analyzed through thematic analysis to …


Benefits And Applications Of Learning With Virtual Reality, Michael W. Timm May 2025

Benefits And Applications Of Learning With Virtual Reality, Michael W. Timm

Honors Program: Senior Projects (Public)

Education is a fundamental pillar of society. It equips students for employment and interpersonal relations. Virtual reality (VR) has emerged as a transformative technology in the field of education. The aim of this paper is to synthesize existing research in order to determine the benefits of utilizing virtual reality in a variety of education settings, such as K-12 classrooms, universities, and workplace training. This paper observes significant benefits of virtual reality in constructivist and experiential learning, gamified learning, and tailored practice. This analysis also finds that virtual reality is advantageous for educational accessibility, particularly for absentee students and impoverished students. …


Using Scaffolding, Gamification, And Self Awareness To Create Responsive Ux/Ui In Cad Software To Nurture Metacognition In Novice Users, Obed Ibrahim Gonzalez May 2025

Using Scaffolding, Gamification, And Self Awareness To Create Responsive Ux/Ui In Cad Software To Nurture Metacognition In Novice Users, Obed Ibrahim Gonzalez

Graduate Theses and Dissertations

Computer-aided Design (CAD) software represents a significant shift from manual and analog design processes to digital workflows, offering substantial utility, accuracy, and productivity benefits. However, CAD software often presents a steep learning curve, particularly for novice users who are new to the software or possess only basic knowledge. Traditional CAD curricula have predominantly focused on technical problem-solving—teaching tools and systems—while often neglecting strategic knowledge that encompasses reflection, planning, and refining, which are essential components of metacognition. Metacognition is crucial for transforming novices into experts who use fewer and more complex commands, employ sophisticated planning, and achieve their goals more efficiently. …


Gamification In Education: Its Impact On Engagement, Motivation, And Learning Outcomes, Hansika Ukgoda Jan 2025

Gamification In Education: Its Impact On Engagement, Motivation, And Learning Outcomes, Hansika Ukgoda

Journal of Educational Technology Development and Exchange (JETDE)

Gamification, integrating game design elements into educational contexts, has emerged as a promising strategy to enhance student engagement, motivation, and learning outcomes. This systematic review synthesizes findings from 41 peer-reviewed studies published between 2012 and 2023, offering a comprehensive overview of the current state of gamification in education. Following PRISMA guidelines, the review evaluates the effectiveness of gamification elements such as points, badges, and leaderboards. Key Findings indicate that while gamification can foster positive learning attitudes and competition, its effectiveness depends on the context. The impact of game elements on engagement and motivation varies based on the learning environment and …


Leveraging Gamification And Social Media To Teach Heart Failure Clinical Practice Guidelines In Entry-Level Physical Therapist Education, Kaelee Brockway Dec 2024

Leveraging Gamification And Social Media To Teach Heart Failure Clinical Practice Guidelines In Entry-Level Physical Therapist Education, Kaelee Brockway

Journal of Innovation in Health Sciences Education

Introduction: Clinical practice guideline adherence remains a challenge in health care, with reported rates as low as 26%. Research shows multiple barriers to adherence, including limited access and guideline complexity. Integrating guidelines into education is crucial, demanding innovative methods to enhance translation into practice.

Methods: This multiple methods study explored application of the substitution, augmentation, modification, and redefinition model to integrate social media and gamification activities to engage students in learning action statements of a clinical practice guideline for the management of heart failure. Performance on exam items relevant to the guideline content were used to determine if this …


Embracing The Fiasco!: Roleplaying Games, Pedagogy And Student Success, Erik Stanley, Michelle Schmidt, David Sweeten Nov 2024

Embracing The Fiasco!: Roleplaying Games, Pedagogy And Student Success, Erik Stanley, Michelle Schmidt, David Sweeten

Dialogue: The Interdisciplinary Journal of Popular Culture and Pedagogy

This article explores the relationship between games and pedagogy through the example of the roleplaying game Fiasco!. Fiasco! is a part of a growing genre of collaborative roleplaying games (RPGs) that have important applications in the university classroom. Fiasco! is an innovative game system that upends the traditional model of Game Master-led RPGs to create a collaborative environment for players to create their own stories. This paper explores how the unique model embedded within Fiasco! can be employed as a pedagogical tool for active student-led learning.

To showcase the pedagogical innovations of a game like Fiasco!, we present …


“They’Re Just Kinda Fun”: Action Research Evaluating The Impact Of Gamification Tools On Secondary Social Studies Students’ Academic Self-Efficacy, Motivation, And Perceptions Of Learning, Anthony Wayne Blair Jr. Oct 2024

“They’Re Just Kinda Fun”: Action Research Evaluating The Impact Of Gamification Tools On Secondary Social Studies Students’ Academic Self-Efficacy, Motivation, And Perceptions Of Learning, Anthony Wayne Blair Jr.

Theses and Dissertations

This action research study evaluated the implementation of a gamification strategy to improve academic self-efficacy and motivation in social studies students at Azul Mountain High School (a pseudonym). Keeping students engaged in school is a top priority for educators at all levels. However, students’ lack of engagement at the high-school level has become more detrimental. Improving self-efficacy has been linked to increased motivation, academic achievement, and improved learning outcomes. By making the learning experience more engaging for students, gamification may be a viable approach to the challenge of keeping students in high school. This study addressed three research questions: (a) …


Leveling Up The Power Of Voice: The Impact Of Gamification On Speaking Participation Of Multilingual Learners In The Cybersecurity Classroom, Philip Peavy Oct 2024

Leveling Up The Power Of Voice: The Impact Of Gamification On Speaking Participation Of Multilingual Learners In The Cybersecurity Classroom, Philip Peavy

Theses and Dissertations

The United States has a growing number of multilingual learners in its classrooms, but many schools are not prepared to support these students, especially in computer science education. There is a shortage of qualified teachers and few resources available in languages other than English. As a result, many multilingual learners are not actively participating in their computer science classes. This is a problem because computer science is a growing field with many opportunities for employment. One way to support multilingual learners in computer science education is through gamification. Gamification is the use of game-design elements and principles in non-game contexts. …


How Fun Overcame Fear: The Gamification Of A Graduate-Level Statistics Course, Mai P. Trinh, Robert J. Chico, Rachel M. Reed Aug 2024

How Fun Overcame Fear: The Gamification Of A Graduate-Level Statistics Course, Mai P. Trinh, Robert J. Chico, Rachel M. Reed

Management Faculty Publications

Innovative instructional methods can help improve student engagement and learning outcomes when teaching difficult subjects, such as statistics. This instructional innovation article illustrates how gamification can be applied in management education to improve students’ learning experience, engagement, and acquisition of knowledge. Our purpose is to demonstrate how gamification is not only a powerful way to build on the use of games and game thinking in our field, but also a versatile application of education technology that could potentially enhance the way management knowledge is taught. Furthermore, it is a low-risk way for management educators to join and contribute to the …


Gamification Of Speech Therapy With Pronunciation Pal, Parker Zbylut May 2024

Gamification Of Speech Therapy With Pronunciation Pal, Parker Zbylut

Theses/Capstones/Creative Projects

This capstone report examines the theory and implementation behind applying game design principles to educational applications, and explores their implementation in an educational game through the Pronunciation Pal application. The gamification of learning tools aims to increase learners' engagement and attentiveness with a subject by restructuring content using game design principles of challenges, rewards and feedback. Feedback can be delivered via visuals and/or sounds, as well as regular indicators of player progress and accomplishment. In addition, a successful game implementation establishes challenges to facilitate a player's intrinsic desire to continue playing and improving at the skills presented by the game. …


The Guild House: A Mixed-Methods Case Study Of Game-Utilizing Information/Learning Design For Autonomy-Supportive Instruction In An Asynchronous Online Course, Sturdy Knight Jan 2024

The Guild House: A Mixed-Methods Case Study Of Game-Utilizing Information/Learning Design For Autonomy-Supportive Instruction In An Asynchronous Online Course, Sturdy Knight

Electronic Theses & Dissertations (2024 - present)

Gamification has emerged over the past ~10-12 years as a popular design approach to problems of motivation in online or blended learning, with a particular emphasis on distinguishing between extrinsic motivation driven by points, grades, class rank, etc, vs. intrinsic motivation driven by personal values and interest in the curriculum. Self-Determination Theory (SDT) forms the theoretical basis of much of this literature, yet the mediating constructs of learner self-regulation and autonomous vs. controlled regulatory styles, which describe the processes by which extrinsic motivators like game rewards or curriculum requirements are integrated with intrinsic goals, are under-addressed. This has led to …


Exploring College Student Experiences In A Kinesiology Course Using A Gamified Grading System, Rachel E. Williams, Jedediah E. Blanton, Christopher D. Kilgore, Matthew Jones Nov 2023

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 Effect Of Using Flipped Classrooms Based On Gamification In Developing Self-Regulated Learning Skills And Educational Resilience Among Third-Intermediate Students In English Language, Ali H. Najmi Phd Oct 2023

The Effect Of Using Flipped Classrooms Based On Gamification In Developing Self-Regulated Learning Skills And Educational Resilience Among Third-Intermediate Students In English Language, Ali H. Najmi Phd

International Journal for Research in Education

This research examined the effect of flipped classrooms based on gamification on developing self-regulated learning skills and educational resilience among students of intermediate schools in English language. The research sample included (90) students in the third intermediate grade who were selected from three schools in Jeddah, and they were distributed into three groups, with (30) students in each group. A quasi-experimental design was used to study the effect of using flipped classrooms based on gamification on self-regulated learning skills and educational resilience. The researcher developed a measure for self-regulated learning skills that included (28) phrases distributed over (4) axes, namely: …


Understanding Motivational Differences Through The Lens Of Gamification User Types, Heather J. S. Birch May 2023

Understanding Motivational Differences Through The Lens Of Gamification User Types, Heather J. S. Birch

International Christian Community of Teacher Educators Journal

In the context of an educational technology course, teacher candidates completed Marczewski’s User Types Hexad Test, a questionnaire based on a typology for classifying both intrinsic and extrinsic motivational tendencies. The test results showed teacher candidates' motivational tendencies, through indicating their resonance with six different User Types, including Socializers, Free Spirits, Achievers, Philanthropists, Players, and Disruptors. Knowing their User Type allowed teacher candidates to reflect on their own personal motivations to use various types of digital tools, as well as to consider how their peers and their students with different user profiles may be motivated differently than themselves. The …


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 …


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

Masters 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 …


Junior High Teachers' Perception On Consistent Implementing Technology-Based Gamification, Ali Tootian Jan 2022

Junior High Teachers' Perception On Consistent Implementing Technology-Based Gamification, Ali Tootian

Walden Dissertations and Doctoral Studies

The problem investigated was many junior high teachers do not consistently implement technology-based gamification (TBG) within class activities despite evidence showing it as a useful learning tool for student engagement. This study aimed to explore why junior high teachers do not consistently implement TBG and identify the barriers and potential solutions from teachers' perspectives. A modified technology acceptance model and diffusion of innovation theory were combined with cultural and local aspects to generate a comprehensive gamification acceptance model. A basic qualitative approach was suitable for the study. The research questions sought junior high teachers' perceptions about consistently implementing TBG, the …


Gamification On Chatbot-Based Learning Media: A Review And Challenges, Indra Hidayatulloh, Sigit Pambudi, Herman Dwi Surjono, Totok Sukardiyono Dec 2021

Gamification On Chatbot-Based Learning Media: A Review And Challenges, Indra Hidayatulloh, Sigit Pambudi, Herman Dwi Surjono, Totok Sukardiyono

Elinvo (Electronics, Informatics, and Vocational Education)

The mobile learning sector has exploded, implying that the e-Learning trend is shifting to mobile platforms. As a result, chatbots have become increasingly popular alternatives for online learning and examinations on mobile platforms. However, it did not provide enough motivation for the student. On the other hand, gamification in a typical e-Learning platform is a widely used technique for increasing students' learning motivation. Therefore, combining gamification with chatbot-based learning and examinations possibly offer benefits, including increase student learning motivation. This study explored the possibilities and future challenges of the development of gamification within chatbot-based learning media. We discussed four aspects: …


Bridging The Gap: The Digital Divide Among Higher Education Instructors, Allan Siochi May 2021

Bridging The Gap: The Digital Divide Among Higher Education Instructors, Allan Siochi

Master's Projects and Capstones

Technology is rapidly and invasively transforming classroom instruction and student expectations. The demand for technology places higher education instructors at a disadvantage due to a lack of technical resources. The attitudes and beliefs of higher education instructors must be considered to build alignment with technology. The approach of institutions must be addressed to ensure higher education instructors are equipped with adequate technical support.

The complexity of technology, such as multimedia and gamification, requires meticulous attention to acquiring the technical expertise needed in modern classrooms. As a result, failure to consider attitudes and beliefs, negligence from institutions, and lack of initiative …


Game-Based Learning In Science: Can Video Games Simplify Organic Chemistry?, Rachel Israel May 2021

Game-Based Learning In Science: Can Video Games Simplify Organic Chemistry?, Rachel Israel

Senior Honors Theses

Organic chemistry has been taught in the same way for decades, and students still have difficulty understanding and comprehending the subject material. Perhaps it is time to change the methods by which this subject is taught. Video games have been successfully used in education to create learning environments that increase student motivation and engagement as well as challenge students and promote collaboration. It is difficult for students to maintain a growth mindset in organic chemistry within the classroom. However across different genres, video games create a unique environment where an individual is encouraged to try again when they fail. This …