Program
Education K-12 M.A.
Year Approved
2021
First Advisor
Elliot, Nathan
Abstract
The research presented in this paper is an overview of the use of gamification in education. The study explores the questions: Why is gamification a tool used in the classroom? How is gamification being implemented? What are the potential problems and limits to gamification? The research suggests that using gamification in a classroom increases students’ motivation, positive feelings toward the class, and completion of learning tasks. This is due to the fact that elements used in a gamified classroom tap into students’ need to feel a sense of autonomy, competency, and relatedness. Gamification can also help teachers gain more timely feedback in order to improve their instruction. Since gamification is a relatively new concept in the area of education, more research and implementation are needed especially in secondary education and heterogeneous classrooms.
Degree Name
Education K-12 M.A.
Document Type
Masterʼs thesis
Recommended Citation
Mulberry, A. C. (2021). The Use of Gamification in the Classroom [Masterʼs thesis, Bethel University]. Spark Repository. https://spark.bethel.edu/etd/453
Terms of Use and License Information
This work is licensed under a Creative Commons Attribution-NonCommercial-No Derivative Works 4.0 International License.