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Introduction
In preparation for our paper on the effectiveness of gamification on learning math at the
elementary school level, we reviewed five research studies dealing with the subject of
gamification in learning. Finding studies conducted at this specific age group and/or this
particular academic area proved difficult. We were able to find some studies that researched the
effects of gamification on learning and learners, and from this, will be able to extrapolate
Article 1
Massive Online Open Courses, by Jen-Wei Chang and Hung-Yu Wei, from the Graduate
Institute of Engineering at National Taiwan University in Taiwan, China. Chang and Wei
online open courses. In their study, the researchers attempted to identify 40 engaging
gamification mechanics for MOOCs. Although previous studies have mentioned certain
gamification design factors, they have not provided a strong frame based on a theory or
foundation. They have not covered engagement for learning games completely or identified
unnecessary factors. The researchers recognized that most studies fail because they do not
consider the mechanics of gamified learning. Chang and Wei created a ranking framework of
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gamification and sorted the engaging mechanics from the ones that were less engaging (Chang
The study presented in the article focuses around three main interactions: Learner-content
interactions in mind, the authors came up with their topic of study: gamification mechanics of
massive online open courses. They used a list of common interactions from all three types to see
which would lead to the most engagement, related to the online courses. They also tested which
mechanics would help to improve successful use of online gamified instruction, and prevent it
interview about gamified learning mechanics in order to draft a list of 40 of the most engaging
gamification mechanics. The author used a questionnaire designed to collect data about the most
engaging mechanisms. They then narrowed down the research by having these selected
participants rank each mechanism from extremely engaging to extremely not engaging, and they
drafted a list of the top five gaming mechanisms: virtual goods, redeemable points, team
leaderboards, Wheres Wally Game, and trophies and awards (Chang and Wei 2016).
Previous studies have not established a relationship between conceptual factors and
concrete gamification mechanics. Therefore, even if MOOC operators know which factors are
engaging, they do not know how to incorporate the concepts into practical system mechanics.
This study presents a systematic framework of gamification factors and mechanics, which can
assist MOOC operators to improve their users engagement. Additionally, this article also
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provides MOOC data that show which gamification mechanics lead to student investigation
In our opinion, this research helps us to understand the mechanics of massive online open
courses for students. It helps us to identify the most important aspects of gaming for the purpose
of education. When we look at online platforms to use in schools, we should seek to find the
most engaging programs, in order to lead students toward the investigation process. Considering
the age of the students we are focusing on with our research, we believe that the mechanism of
awards and trophies is important. Elementary school students understand the value of getting a
prize. By reading this article, we feel like we now know what types of items (mechanisms) to
Article 2
Our second study, Increasing Student Engagement in Math: The Study of an Intel Funded
Pilot Program in Chile, was funded by the Intel corporation (as a result of the devastation on
Chilean schools after the 2010 earthquake), to see how an online math program like Khan
Academy, is used by teachers in the classroom to affect student learning and achievement in the
area of math (Light and Pierson 2014). Observations were done in five Chilean schools
implementing Khan Academy, over a two-week period, in a computer lab environment. The
criteria for choosing the schools, included educators who would carefully and thoughtfully
integrate the program into their teaching. The observers sought to document how educators
would blend existing resources and practices together with the Khan Academy platform, and
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then document the results of the programs use, on student engagement and achievement (Light
The Khan Academy platform offers three basic elements: videos, math exercises, and
data. The videos support learning of the concepts and skills, and the exercises are dynamically
generated, from an endless pool of [exercises] and problems, where no exercises are
duplicated at any one time - meaning, that no two students get the same exercise at the same
The site is gamified because the students earn points and badges for achievement. Data is
collected in real-time, so teachers can see exactly what students are working on, and how theyre
doing, with everything broken down into color coded data. The observers came into the study
believing that learning is a social environs, and that tools, as a resource, play a huge part in the
Study findings showed that using Khan Academy changed the way that students learned.
They took more responsibility for their learning, and became more self-regulating because they
had more control over the process. They worked with other students to solve math problems, in
addition to working on banks of problems individually. Students reported that using the program
made math more fun, and felt that they benefited from immediate feedback and the just in time
assistance element. These features allowed the students to get personalized help when they
needed it, and eliminated the bottleneck of one teacher, many students. The self-monitoring
aspect of the program fostered student motivation; the immediate feedback and just-in-time
feature encouraged students to reflect on their problem solving and learning, and helped them to
MATH GAMIFICATION IN ELEMENTARY GRADES 6
make decisions about how to proceed after receiving feedback and assistance the immediacy of
The program paced the student learning process based on ability, and placed the students
on the level most appropriate for them, helping them to master each skill before advancing to the
next. Students, as peer tutors, benefited from the help the received from each other.
Communication increased, resulting in more conversations and more discussion. The nature of
the exercises made it impossible for students to simply copy answers. They had to engage in
meaningful peer-to-peer instruction to explain the process, rather than just seeking to obtain the
reported feeling like they had achieved mastery more often than they did before using the
program. Teachers were forced to adjust their teaching approach from direct instruction to
facilitation. Students were the doers of math, not simply the observers of math being done by
We found it easy to believe the findings stated by the researchers. They described a
typical day in the classroom, detailing how the class proceeded, what the teachers did, and what
the students did. They did not list their interview questions, which would have provided helpful
information.
The researchers were thorough in their examination of the use of the program - what
features the students shied away from using and why; what features teachers and students did not
seem to find useful. One example of this is the videos. Teachers did not assign videos very often
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due to lack of available bandwidth needed to play them, due to the fact that some videos were
not offered in Spanish, and because of student (and teacher) preference in receiving (or
The researchers discovered teachers valued the data features for things such as
identifying instructional needs and differentiating instruction. Students however, did not value
the statistical aspect of their own data, and seemed to only use it for motivational purposes (ex:
tracking how many points and badges they had earned). But it was suggested that perhaps the
students were not aware of what they could learn from their data, and/or the fact that they may
not have had a chance to explore the full site in Spanish, because it was only then being
launched.
Article 3
The next article that we examined, From Classic Math School Books to Interactive
Gamified eLearning, by Alexandru Butean, Anca Morar, Alin Moldoveanu, and Mihai
gamified online eLearning platform. Though most students in the United States have access to a
multitude of electronic devices for in-school learning, many educational systems in countries
such as Romania, operate the same as they did decades ago. In spite of the fact that these
students have access to personal technology at school, they still use textbooks, paper, and pencils
To help bring Romanian schools into the technology age, the researchers proposed not
only providing internet access to the students, but they proposed bringing play to education by
MATH GAMIFICATION IN ELEMENTARY GRADES 8
use of an interactive online platform to support dynamic, independent learning in math. They
believed that gamification of learning for subjects (such as math) would increase student
involvement, and motivate both students and teachers who are largely disaffected.
This study also looked at the differences between how males and females react to
different technologies and techniques of motivation. Specialists who contributed to the elearning
platform through collaboration, included National College (Cantemir Voda) math teachers from
Bucharest, and software developers from University POLITEHNICA of Bucharest and from the
University (Lucian Blaga). A series of interactive online modules were created with text,
animation, graphics, audio, and video, and were geared to appeal to middle school students. The
modules presented real life situations, like competing on a running track, or shooting a gun in a
The eLearning platform was tested on a 5th grade National College (Cantemir Voda)
class over the course of a year. Teachers received prior training on use of the platform, and were
surveyed regarding their opinions, and students were polled regarding their attitudes about the
In the teacher surveys, the average score was between 4 and 5, with 5 being the
maximum score. So teachers felt very positive about using the eLearning platform with math
students. The results of the student polls were very favorable, as were their test results (Butean et
al., 2015).
Though this article was a little awkward to read, due to the fact that it was a translation,
and there was no data to analyze or back up the authors claims about favorable results, we did
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not feel that they were lying about what they perceived. It seemed that this was an introductory
foray for encouraging future research in this area. With respect to research however, claims
must be verified through data of some sort. Without the data, it is hard to speak to the validity of
the findings. Therefore, we would recommend that future studies be implemented, using this
Article 4
gamification learning system for improving the learning motivation and achievements, involving
a study about a system to help learners improve motivation and achievement. This article
supports mobile games as a means to place learning in a more nature-based setting for
elementary science classrooms. Additionally, it encourages getting the students out of the
classroom, and having a positive learning experience. The program included badges for the
completion of different levels of achievement, leaderboards, progress bars and meters, points and
other means to reward achievement. The learning application was based around four major ideas
to be evaluated: attention, relevance, confidence, and satisfaction (this is known as the ARCS
Model). Using these four criteria, the researcher assesses how engaged the students are (Su and
Cheng 2015).
The key concept of the study was to combine key gamification concepts into a learning
environment that promoted a more naturalistic approach to learning. The goal was to see if
mobile devices could support the gamification approach. They used a quasi-experimental design
where a group was introduced to the program. They began with three different groups (one
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experimental and two control groups). The mobile learning application was introduced to
elementary classes in Taiwan. Some of the hypotheses that were observed while performing the
experiment were:
The entire study took six weeks, which were broken down into four main phases. A
questionnaire was designed to measure how motivating and engaging the program was for the
This research proved that various learning environments and various learning conditions
using mobile gamification, can increase student motivation and increase academic success.
Student achievement increased based on assessments given after the experiment. Therefore, it
was determined that there was a direct correlation between student motivation and student
achievement, and that learning strategies play a role in how well the student achieves. The
ARCS learning motivation concept can be used to predict learning achievements (Su and Cheng
2015).
We think that this research shows that gamification is a great, innovative approach to
spark interest in our students, and because it is still new, there is plenty of time for development
of gamified educational applications. We will need to further study what makes a good
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application for students, and what does not. Focusing on what this study shows us, we are
impressed with the idea that all five hypotheses were supported, and that student achievement
Article 5
Lastly, we examined the article Assessing the effects of gamification in the classroom: A
longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic
performance, by Michael D. Hanus and Jesse Fox. Hanus and Fox wanted to explore a potential
over a longer period of time than in previous studies. They created a longitudinal study to
address the methodological concerns with previous studies of shorter length, focusing on certain
intrinsic and extrinsic elements of gamification, such as desire to learn, and reward systems (like
trophies, leaderboards and badges). They also focused on specific mechanics of gamification: the
ability to restart or play again, feedback, tailored difficulty progression, creating a narrative
context around a task, and engagement through competition. The researchers of this study
predicted that, based upon research students in the gamified course will compare more frequently
with others over time. The researchers formed several hypotheses during their study: In
accordance with research on rewards and motivation (Deci et al., 2001), they predicted that
badge systems will have a negative effect on student motivation and satisfaction (Hanus and Fox
2015).
H2: Students in the gamified course will have lower motivation than those in the control
H3: Students in the gamified course will have lower rates of satisfaction with gamified
H4: Students in the gamified course will give less effort than those in the non-gamified
H5: Students in the gamified course will feel less empowered than those in the control
H6: Intrinsic motivation scores will mediate the relationship between course type and
The researchers studied the effects of gamifying content in two courses over a 16-week
period. They measured motivation, social comparison, effort, satisfaction, learner empowerment,
and academic performance, by giving students badges for achievement, tracking engagement,
and tracking progress with a leaderboard. The researchers documented how the leaderboard and
badge awards facilitated social engagement and competition, and how gamification of content
affect motivation, satisfaction, effort, learner empowerment, and class grades. 80 students at a
large Midwestern university were surveyed four times over the 16-week period (Hanus and Fox
2015).
predicted that over time, students would socially compare more in the gamified course. Results
showed that no significant differences were found between the groups. H2 predicted that
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gamification would lower student scores over time. Results showed that at two of the benchmark
periods (2 and 3), the control groups motivation escalated significantly over the other group.
H3 predicted that student satisfaction would be lower in the gamification group. Results showed
that the control groups satisfaction was significantly higher. H4 predicted that over time,
students in the gamification group would give less effort. Results showed equal effort in both
groups over time. H5 predicted that over time, the gamification group would experience a lower
level of learner empowerment. Results showed that the leaderboard gamification groups
empowerment dropped significantly at the 2nd benchmark period, but leveled out after that. So
H5s prediction was partially supported. H6 predicted that final exam scores would suffer in the
gamification group. Results showed that due to lower intrinsic motivation in the gamification
Although this study involved college aged students, Hanus and Fox entered into it
believing that gamification would have a negative effect on student motivation, effort,
engagement, and learning. As a caveat to the researcher's preconceived ideas about what the
results would show, we believe that the age of the students in this study has a lot to do with the
mixed, and somewhat negative results. Elementary school students are far more motivated by
fun activities than older students. Children learn by playing; adults grow out of play, and often
hold negative attitudes toward what they deem as frivolous or child-like. Therefore, it follows
that college-aged students would not have respect for (and therefore not reap rewards from)
learning that is seen as play. We contend that gamification, used at the appropriate (elementary
school) age level, would result in very different outcomes than those experienced by this study,
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and with these participants. We believe that if this study was conducted using elementary school
students, the results of gamification upon student engagement, motivation, and learning, would
Conclusion
After conducting research about gamification in the field of elementary school education,
we realized several things. If we are going to study gaming in education, knowing the mechanics
that lead to a successful online program is essential. Considering one of the top essentials from
Cheng and Weis research, we believe that awards and trophies are important mechanics to
consider when selecting gaming applications for early childhood students, and that students
From reviewing the experiment that Light and Pierson performed, we saw that
gamification provides opportunities to students who are engaged, and it encourages students to
complete the thinking process, instead of simply producing answers. We also recognized the
importance of collecting data. Data is what leads us to find out which gamification programs are
Because gamification is a relatively new concept in the field of education, data, along
with further research study, will help us to better understand which programs will ultimately be
successful. We also learned that success of all programs depends upon the age group of the
participants as well. In our fifth article, the older students results would have been different
from those of younger students (if they had been participants), simply due to the fact that
After reading the research, we can project that gamification in the elementary school
setting would have the potential to increase student motivation, and to encourage students to
work through the process of learning to embrace problem solving. For this reason, we feel that
gamification of critical subject areas like math, has the potential to make huge and positive
Resources
Butean, A., Morar, A., Moldoveanu, A., & Alexandru, M. (2015). From Classic Math School
http://articles.westga.edu/login?url=http://search.proquest.com/docview/1681251975?acc
ountid=15017
Chang, J., & Wei, H. (2016). Exploring Engaging Gamification Mechanics in Massive Online
Hanus, M. D., & Fox, J. (2015). Assessing the effects of gamification in the classroom: A
doi:10.1016/j.compedu.2014.08.019.
Light, D., & Pierson, E. (2014). The Use of Khan Academy in Chilean Classrooms: Study of an
MATH GAMIFICATION IN ELEMENTARY GRADES 17
Intel Funded Pilot Program in Chile. 2014 IEEE 14th International Conference on
Su, C., & Cheng, C. (2015). A mobile gamification learning system for improving the learning