Research

Exploring Using Game-Based Learning and Gamification in a Secondary Classroom to Increase Engagement

Exploring Using Game-Based Learning and Gamification in a Secondary Classroom to Increase Engagement

Exploring Using Game-Based Learning and Gamification in a Secondary Classroom to Increase Engagement

Mandee Lynn Thiell

Abstract

"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 engagement."

Reference

Thiell, M. L. (2022). Exploring using game-based learning and gamification in a secondary classroom to increase engagement. https://scholarworks.gvsu.edu/gradprojects/216/

Keywords

engagement, students, games