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

Educational Technology Commons™

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

Gamification

Discipline
Institution
Publication Year
Publication
Publication Type
File Type

Articles 31 - 40 of 40

Full-Text Articles in Educational Technology

Gamification, Game-Based Learning, And Student Engagement In Education, Alan May Apr 2021

Gamification, Game-Based Learning, And Student Engagement In Education, Alan May

Leadership Education Capstones

Over the past few years the application of educational technology in the classroom setting has been increasingly popular. Educators at all levels, primary, secondary, and post-secondary have been exploring best practices in the use of educational technology and the impact that educational technology has on student learning. Many educators have explored the idea of gamification and game-based learning in their classrooms to improve student learning and student engagement. Using technology to create a gamified or game-based learning shows positive results and has fostered an environment that encourages students to collaborate with their peers, engage with content material, and stay motivated …


A Meta-Analysis: Gamification In Education, Yalin Wang Jan 2021

A Meta-Analysis: Gamification In Education, Yalin Wang

Masters Theses

“Gamification has been used in a variety of contexts including education. In order to understand the effects of gamification in education, a meta-analysis was conducted. A bottom-up approach was used to analyze the effects of game design elements on learning outcomes found in the literature search. The result suggests that gamification can enhance student learning outcomes. Elements such as points, leaderboards, competitions, progress bars, feedback, and collaboration have medium to large effect sizes. Gamification also has larger effects on young children in elementary education than learners at other education levels. The study offers suggestions and guidelines for educators on the …


The Impact Of Gamification On Second-Language Learning, Maram Almufareh Jan 2020

The Impact Of Gamification On Second-Language Learning, Maram Almufareh

CGU Theses & Dissertations

Background: The Technology-Enhanced Training Effectiveness Model (TETEM) has been used to assess the effectiveness of various technology driven solutions in improving students’ learning outcomes in multiple academic fields. However, limited research is available on the use of TETEM in the context of second language learning. Using a modified TETEM, this study seeks first, to assess the direct effects of student’s attitude, and experience with video-gaming on student’s achievement and second, to evaluate the effects of student’s attitude and experience that are mediated by student’s motivation. Methods: This study was conducted among preparatory year students at Al-Jouf University, Saudi Arabia. In …


Games For Organizational Training: Gamer Motivation Profile And Organizational Training Climate Effect Of Trainee Preference For Gamified Training, Brooke-Nicole Woods Ruffin Jan 2020

Games For Organizational Training: Gamer Motivation Profile And Organizational Training Climate Effect Of Trainee Preference For Gamified Training, Brooke-Nicole Woods Ruffin

Masters Theses

“Gamified training is often utilized in organizations as a way to revamp their training and gain the attention of their employees. However, this training is expensive, and research is needed to help ensure that this training delivery is successful. In this study, first an individual’s gamer motivation profile is compared with learning outcomes that share the same elements. This was completed to determine if the elements that they looked for in playing video games were in alignment with those same elements in training In addition, it was explored whether the preference for participating in video games based on an individual’s …


Digital Tools In The Classroom: Measuring The Effectiveness, Jeff Carpenter Dec 2019

Digital Tools In The Classroom: Measuring The Effectiveness, Jeff Carpenter

Current Issues in Emerging eLearning

The purpose of the study is to determine if, compared to traditional practice, digital practice increases student measuring accuracy on an authentic task. Therefore the study explores the relative efficacy of digital versus traditional practice for increasing student measurement skills in applied situations. Research tells us that students’ poor performance with measuring skills is directly related to lack of practice. To increase the ability to accurately use a ruler, Junior High, Intermediate and Middle Schools students require more time on task than they typically spend practicing this skill. Since more time is hard to come by in the classroom, educators …


A Phenomenological Study Into How Early Childhood Educators Experience Gamification As An Employee Motivational Tool, Marlene C. Cooper Dec 2019

A Phenomenological Study Into How Early Childhood Educators Experience Gamification As An Employee Motivational Tool, Marlene C. Cooper

CUP Ed.D. Dissertations

The purpose of this study was to explore how early childhood educators (ECE) experience gamification as a motivational tool. The study was grounded in self-efficacy theory and used the transcendental phenomenological methodology to uncover the lived experiences of the participants. The researcher used questionnaires, journals, and interviews to gather data from respondents. The interview utilized open-ended questions to provide respondents the opportunity to give a detailed account of their shared experiences while operating the gamified technology used in their program. Data was collected from 8 ECE teachers working at a private preschool in a mid-Atlantic state. Participant accounts described a …


Game Types, Game-Related Behaviors And Resilience: Creating A Roadmap For Effective Gamification Design In Higher Education, Patrick Marino Jan 2019

Game Types, Game-Related Behaviors And Resilience: Creating A Roadmap For Effective Gamification Design In Higher Education, Patrick Marino

Dissertations

Gamification, or the use of game-based mechanics and thinking in real world applications, is on the rise in educational environments. While various applications seek to increase engagement and motivation for tasks related to student success, research regarding best practices for the design of such systems is lacking. In fact, conflicting outcomes from various gamification studies at the secondary and tertiary education levels suggest that not all gamification designs are effective for increasing student success. Meanwhile, research from the medical field indicates gamification can be used to increase resilience; which has been linked to various student success outcomes including academic performance. …


Incorporating Diegetic Elements To Increase Engagement In Games For Engineering Education, Katherine Smith, Yuzhong Shen, Anthony W. Dean Jun 2018

Incorporating Diegetic Elements To Increase Engagement In Games For Engineering Education, Katherine Smith, Yuzhong Shen, Anthony W. Dean

VMASC Publications

One of the difficulties in developing educational games is maintaining player engagement. This engagement is critical for games to provide effective learning experiences. One way to increase engagement in games is to limit interruptions during game play. In educational games, this can be accomplished by incorporating learning or problem-solving elements diegetically. Diegetic elements are those that are part of the game scene. With this in mind, a series of games for Science, Technology, Engineering, and Mathematics (STEM) education has been developed focusing on content in courses that are prerequisites to the engineering curriculum. These games cover topics in pre-calculus, calculus, …


Making The Connection: Using Mobile Devices And Polleverywhere For Experiential Learning For Adult Students, Robert L. Moore, Stephanie J. Blackmon, James Markham Jan 2018

Making The Connection: Using Mobile Devices And Polleverywhere For Experiential Learning For Adult Students, Robert L. Moore, Stephanie J. Blackmon, James Markham

STEMPS Faculty Publications

Technology integration has significantly influenced the way students access and retain knowledge gained in the classroom (Ahmed, 2016). This is particularly relevant in classrooms for adult learners who engage in continuing education. This paper used a descriptive case study (Yin, 2014) to share how an instructor utilized mobile learning with a web-based polling tool, PollEverywhere, to gamify experiential learning for adult students in various roles within a southeastern state’s court administration—prosecutors, defense lawyers, magistrates, and jail administrators—and improve students’ engagement in the course and connection to course material.


Towards A Persuasive Design Pattern For A Gamified M-Learning Environment, Ferial Khaddage, Christoph Lattemann, Helen Crompton Jan 2016

Towards A Persuasive Design Pattern For A Gamified M-Learning Environment, Ferial Khaddage, Christoph Lattemann, Helen Crompton

Teaching & Learning Faculty Publications

New innovative technologies create opportunities for persuasive engagement. Persuasive technology is all about software, systems and applications designed to hook, reinforce, change and shape the attitudes of the learners without using coercion or deception. Persuasive design pattern if applied effectively and efficiently may influence learners’ attitudes towards the learning task, and may hook them to the specific learning activity offered via a gamified mobile application. In this paper the concept of persuasive design pattern in gamified m-learning platforms should be introduced to the scientific community. Persuasive design in a gamified mobile learning environment is described and persuasive set of design …