Research

Impact of Gamification on an Online Middle School Classroom

Impact of Gamification on an Online Middle School Classroom

Impact of Gamification on an Online Middle School Classroom

Impact of Gamification on an Online Middle School Classroom

By Jeremy R. Hein

Abstract

“Gamification is defined as the use of game elements in non-game contexts. The gamifiedelement explored in this thesis is a leaderboard with various forms of engagement beingtabulated. This study investigates the impact a leaderboard has on the behavioral engagement ofan online middle school classroom. Research has revealed that elements of gamification can

increase engagement but there is a gap in research that focuses solely on a leaderboard as anintervention to increase engagement. Also missing from the literature were studies conducted inmiddle school settings. The study presented in this thesis addresses these limitations andprovides value to the knowledge base. A quasi experimental study using classroom observationswas conducted. During the study, a total of 8 classes (4 control and 4intervention) of an online

English Language Arts class were observed over the period of 5 weeks. During the intervention,a leaderboard was used to measure behavioral engagement.”

Reference

Hein, J. (2022, March 1). Impact of gamification on an online middle school classroom. Retrieved April 27, 2022, from https://scholarworks.gvsu.edu/theses/1034/

Keyword

Gamification, middle school, classroom, game elements, research