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

Terms of Use and License Information

Creative Commons Attribution-NonCommercial-No Derivative Works 4.0 International License
This work is licensed under a Creative Commons Attribution-NonCommercial-No Derivative Works 4.0 International License.

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