Professional Documents
Culture Documents
Chris Vergatos
Bradley University
Peoria, Illinois
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EFFECTS OF GAMIFICATION ON THE SOCIAL STUDIES CLASSROOM
Chapter I- Introduction
A. Overview - 3
B. Problem - 4
C. Definition of Terms - 4
D. Purpose of Study - 4
E. Assumptions -5
F. Method - 5
G. Significance to Social Studies Education- 4-5
Chapter II- Literature Review
A. Introduction- 6
B. Gamification- 6-8
C. Education Practices 8-10
D. Purpose of Research-10
Chapter III Methods
A Research Questions - 11
B. Participants - 11
C. Design 12-13
D. Procedures 13-14
E. Analysis 14
F. Verification - 15
G. Human Subjects - 15
References
16-17
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EFFECTS OF GAMIFICATION ON THE SOCIAL STUDIES CLASSROOM
Chapter I
Gamification is taking over the education system. Traditional teaching methods are slowly being
thrown to the side to make room for the introduction of gamified instruction techniques. Students
will soon be familiarized with a new type of classroom, one where textbooks are obsolete, and
the majority of learning takes place through the use of different forms of technology. Although
schools havent completely transformed to embrace these innovative ideas, there is no doubt that
soon they will come to integrate gamification into the education system universally.
Overview
In the Literature Review, various studies and expert analysis of the effects of gamification
were reviewed. Throughout the findings, most the articles and publications supported the idea
that there would be educational benefits for students who were exposed to structured
gamification practices within a classroom. Benefits of gamification within the classroom include
higher levels of student engagement, greater comprehension of content and higher retention
rates. Negative effects of gamification within the classroom include unstructured implementation
leading to distracted students, goals not being clear and teachers supplementing their units too
much with gamification to where the students are playing more than they are learning.
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EFFECTS OF GAMIFICATION ON THE SOCIAL STUDIES CLASSROOM
Problem
The education system in America has major flaws that include disparity amongst school
districts that lead to varied results for students. Teachers are given the task of teaching students
information that seems endless and with goals that not always align with standards or involve
rote memorization, rather than understanding and comprehension. Skills that students need to
function in the real world are not always taught in schools or across all subject areas.
Gamification offers a platform for students to develop cross disciplinary skills within a social
studies classroom that can help them in their future endeavors, while still teaching them about
Definition of Terms
Gamification- The application of elements of game playing to other areas of a learning activity
Purpose of Study
The purpose of this study is to determine the effects of gamification on students within the social
studies classroom. By studying a range of classroom settings in different schools, we can get a
general understanding of the effects of gamification, if only on a local scale. The study could be
modified to be more expansive and potentially become a national study across multiple schools
in multiple states.
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EFFECTS OF GAMIFICATION ON THE SOCIAL STUDIES CLASSROOM
Assumptions
There is a large portion of people in the world who play video games. Since gaming is such a
popular hobby for people, it can be assumed that if it is structured into the classroom setting, it
will benefit student learning due to both intrinsic and extrinsic motivation.
Method
The research question will be answered through a qualitative phenomenological study. The study
will involve interviewing teachers at different high schools in the area before and after
gamification is introduced into the classroom to determine the effects gamification had on the
classroom.
Since Gamification is a relatively new concept, there are not many studies or research
available that have enough backing to allow the instruction method to be integrated in all
classrooms. By collecting data on the effects of Gamification within the Social Studies
classroom, the dialogue among educational professionals can begin in a professional manner and
serve as an example for future studies to be conducted on the matter. As technology advances
further, there needs to be more focus on new methods of instruction, such as gamification, in
order to provide a relevant and cutting edge education for students across the country.
Maintaining the current status quo within the classroom will only stifle student learning in a
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EFFECTS OF GAMIFICATION ON THE SOCIAL STUDIES CLASSROOM
Chapter II
Literature Review
A. Introduction
To determine the perceived effects of gamification on the social studies classroom, research
was collected from multiple sources regarding gamification and education practices within the
B. Gamification
Gamification involves the process of incorporating game like designs into an activity to
increase intrinsic motivation for the audience. The purpose of gamification in education is to
increase student engagement and help the students develop certain skills using games.
Gamification is the use of game design elements in non-game contexts. (Ollsson, Mozelius,
Collin, 2016.)
In recent years, there has been an increase in games played by individuals and gamer
demographics have been recorded. Sixty-nine percent of all households play computer and video
games, ninety-seven percent of youth play computer and video games and forty percent of all
gamers are women. (McGonigal, 2011.) According to the most recent findings from the
Entertainment Software Association (ESA), the data shows that 155 million Americans play
video games and that four out of five U.S households have a game console of some kind. The
study also revealed that 26 percent of gamers are under the age of 18 and that 42 percent of
Americans play video games for at least three hours a week. (Entertainment Software
Association, 2015.)
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EFFECTS OF GAMIFICATION ON THE SOCIAL STUDIES CLASSROOM
Games can increase positive emotions, improve self-motivation and determination and
expose students to other cultures. Games make us happy because they are hard work that we
choose for ourselves and it turns out that almost nothing makes us happier than good, hard
work. (McGonigal 2011.) Since students are not entered into the framework of reality when
using gamification, the fear of failure decreases. (McGonigal, 2011.) Gamification has been
increasingly adopted at the university level to increase student engagement, relevancy and
excitement amongst students. Studies have shown that the more structure that goes into the
design and implementation of games within a classroom can directly benefit students of the
coming generations by exposing something to them through a medium that is familiar to them:
video games. (Niman, 2014.) Games increase student engagement if implemented correctly and
if supplemented appropriately. Games also increase self-efficacy and allow students the
opportunity to engage in their own learning rather than trying to absorb information through
more traditional methods. Creating games that serve as simulations allows students to do
something rather than just listen along and regurgitate information and increases overall student
Gamification requires there to be both extrinsic and intrinsic motivation from the student in
order to succeed. Essentially, gamification aligns more with behaviorist concepts rather than
cognitivist or constructivist concepts and due to this there is a major need for new methods of
addressing e-learning to affect behavior. Currently the online platforms do not address issues of
boredom or loneliness which is a major problem amongst students who are disengaged.
Gamification has promising concepts that are worth exploring further even though this technique
will not fix all problems or reach every student. Gamification is very popular and increasing in
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EFFECTS OF GAMIFICATION ON THE SOCIAL STUDIES CLASSROOM
popularity as time progresses, but it will never appeal to all types of students, which is crucial to
In order to incorporate gamification, the designer needs to be familiar with the key elements
of gamification. The key elements that should be considered when combining gaming and
education are Game mechanics, Game-Player type, The Process of Gamification, Use of
badges or giving points to students does not mean gamification is taking place and there needs to
Educational games have been a commonplace part of the K-12 experience since the
beginning of the 1980s, with early titles introducing students to fundamental math, history, and
problem solving concepts just as games do today. (Heick, 2012.) Although the graphics were
not the best, the games provided engaging ways for students to learn and the base for educational
games that came after them. There is a long history of video games within education and the
best educational games arent just tools for teaching. They show kids that education can be fun
and instill a love of learning that will carry on throughout their lives. (Heick, 2012.)
C. Education Practices
Education practices have changed over time due to the incorporation of new technology.
Educational technology has been increasingly used in the classroom since 1920, beginning
with radio and moving towards televisions and computers. This increase in technology has
made significant gains when compared to the traditional use of classroom tools(i.e., textbook,
chalkboard or dry erase board). The increase of engagement and ability to use current
technology allows students a better chance to modernize their skill set and increase their
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EFFECTS OF GAMIFICATION ON THE SOCIAL STUDIES CLASSROOM
learning, important aspects in career building in a wide variety of industries. Each of these
technological innovations were initially resisted by teachers and were not immediately
integrated into all classrooms, but once adopted have gradually shown a positive impact on
student learning. The problem with incorporating new methods is that educational reform is
looked at as a mechanical problem. The teacher, in this view is a technician who can apply
new devices to the classroom swiftly and without complication. (Cuban, 1986.) This
mindset restricts education because of the disconnect between policy makers and educators.
While findings are mixed regarding the effectiveness of individual innovations, there is no
The prevalence of computers has increased within schools and classrooms since
computer production skyrocketed in the 1990s. At first, computers were sparsely used even
though more and more teachers had access to the technological resource. Reasons for this
include teachers resistance to change, technical difficulties and general inability to use the
computers properly. Lack of free time has been seen as a main reason for lack of computer
use by teachers. The more common trend is for teachers to maintain classroom practices
rather than adopt new ones that are unfamiliar. Unless standards are established to make
teacher methods uniform, which is highly improbable and unrealistic, teachers will continue
to vary in how effective their methods of instruction are, no matter is using computers or any
other tool of instruction. For the tiny band of teacher-users who have already transformed
their classroom into student-centered, active learning places, the slow-revolution explanation
places them in the vanguard of a movement that will eventually convert all classrooms into
Although teachers might be slow to adapt new technologies, eventually there will be
more consistency in classroom teaching practices and environments. Cuban (1984), assessed
high school teaching methods across the United States and found that teachers have gradually
student centered learning and increase students interest in topics. If this trend continues, then
methods.
D. Purpose of Research
Most research on the effects of gamification are that there are serious benefits to student
learning within the classroom. Since games are becoming more readily playable with the
increase in technology, teachers are finding it harder to avoid the presence of games in
society. Due to the cost of a games decreasing and the availability of free or extremely cheap
games the financial burden of gamification is increasing over time. Games are great for
simulating real-world issues, creating problems and generating ideas for student to interact
with through a medium that is familiar and generally risk-free. Gamification needs to be
versus the distractors that are inevitably present and to produce successful outcomes in
student learning and engagement. This research will be beneficial in determining how
effective gamification can be in the classroom setting, specifically a high school social
studies class.
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EFFECTS OF GAMIFICATION ON THE SOCIAL STUDIES CLASSROOM
Chapter III
Methods
In the Literature Review, various studies and expert analysis of the effects of gamification
were reviewed. Throughout the findings, most the articles and publications supported the idea
that there would be educational benefits for students who were exposed to structured
gamification practices within a classroom. Benefits of gamification within the classroom include
higher levels of student engagement, greater comprehension of content and higher retention
rates. Negative effects of gamification within the classroom include unstructured implementation
leading to distracted students, goals not being clear and teachers supplementing their units too
much with gamification to where the students are playing more than they are learning. This study
is designed to explore the effects of gamification and determine whether it can be beneficial to
student learning.
Research Questions
The primary research question will be: How has gamification affected your classroom? .
studies classroom
Null Hypothesis- Gamification has a negative effect on students within a social studies
classroom.
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EFFECTS OF GAMIFICATION ON THE SOCIAL STUDIES CLASSROOM
Participants
Participants will include teachers who teach a U.S History course to their students and
include gamification practices in their teaching. Teachers will be selected for the study from a
urban public school, rural public school, suburban public school and private school. As long as a
teacher teaches U.S History and utilizes any form of gamification practice into the teaching then
they will be asked to participate in the study. Teachers will be informed of the different processes
involved in the study and will not face any surprises throughout the study. As the study
progresses, the teachers will consistently be asked questions relating to the study to ensure clarity
Design
My design will include surveying teachers from a rural, suburban, urban public schools
and a private high school who teach U.S History to their students with gamification methods.
First the teachers will be asked to participate in the study and sign an informed consent form to
insure any liabilities are addressed and they are familiar with the study. Teachers will be
interviewed at the beginning of the year, before gamification practices have been implemented
into their classroom. Questions in the interview will include the research question and the three
sub questions posed above. As a researcher, I will also be observing students within the
classrooms and collecting data on their engagement levels, comprehension progress and overall
success rate of the students based on a list of criteria. The criteria for success rates will include: #
understanding of the assignment, orally and written. Data will also be collected of student
progress so that it can be analyzed further to understand the effects of gamification. The
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EFFECTS OF GAMIFICATION ON THE SOCIAL STUDIES CLASSROOM
Ethnographic Research Design will be used. This design was developed by Bronislaw
Malinowksi, Robert Park and Franz Boas. (Creswell, 2014.) Various teachers that have diverse
classrooms will be asked to participate in this survey. The students will be the observed and
consent forms will be sent home to the class that is chosen to be observed in each school setting.
Once data is collected, it will be categorized into sections based on positive or negative growth.
Procedures
There will be four teachers selected from a rural, suburban, urban public school and a
private school. The teacher will be qualified for the survey if they teach U.S History AND
incorporate gamification methods into their classroom. Teachers who agree to participate will
sign consent forms as well as send consent forms home with students. 100% consent is required
or another classroom will be selected. This is to ensure that there can be open observation of the
classroom without hindering the student environment (i.e. a student leaving the classroom when
a researcher is observing due to not signing a consent form) The study will begin in the middle of
the academic school year, after the first 9 weeks of classes. (This is to allow time for the teacher
to familiarize themselves with the students and collect data on student understanding and
assessment scores) There will be a pre-interview for each teacher before the study takes place
and at the end of the semester a post-interview. This information will be recorded and used as
part of the analysis process. Students will be introduced to the gamification processes once the
second 9 weeks begins. The students will be observed and a journal will be kept of certain target
students. Target students will be decided on by the teacher and will include a high achieving
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student, an average achieving student and a low achieving student from each classroom that is
participating in the study. The study will conclude after the second 9 weeks is over. Data will be
compiled throughout the semester and each teacher will be contacted on a weekly basis to
discuss the study and the data. The researcher will attend each school at least once a week and
collect data. The researcher must attend a Monday, Tuesday, Wednesday, Thursday and Friday
class at least once in order to establish an environment for each day of the week at school.
Although this might seem trivial, it can be later reviewed to determine if contributing factors on
a specific day of the week led to more positive or negative growth. The teachers will be awarded
thank you cards at the end of the study and the students will be treated to a surprise pizza party
Analysis
The data will be analyzed based on the following criteria. Positive and negative growth
will be indicated by responses from teachers, increase in assessment scores and observations
made by the researcher. The data will be chartered on a line graph, but will include details of
each characteristic of positive and negative growth from each school that is observed. All
comments about student growth from the interviews with teachers will be recorded and
A possible problem of this data analysis is that each teacher will have different teaching methods,
so data can potentially be misleading based on that. Overall, the analysis of the data will help to
further inform educators on the positive and negative aspects of applied gamification into the
Verification
After all data is collected there will be a comparison of data to another study done on
effects of gamification on minority students from Chicago. (Jagoda, Gilliam, McDonald, Russell
2015.) The other form of comparison will be to look at the data versus the list of benefits of
Human Subjects
This proposal will undergo review by the Bradley University Institutional Review Board
prior to initiation.
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References
Cuban, L. (1986). Teachers and machines: The classroom use of technology since 1920. New
York: Teachers College Press..
Cuban, L. (2001). Oversold and underused: Computers in the classroom. Cambridge, MA:
Harvard University Press.
Cuban, L. (1984). How teachers taught: Constancy and change in American classrooms, 1890-
1980. New York: Longman.
Davis, V. (2014, March 20). Gamification in Education. Retrieved September, 2016, from
https://www.edutopia.org/blog/gamification-in-education-vicki-davis.
Entertainment Software Association. (2015). Essential Facts about the Computer and Video
content/uploads/2015/04/ESA-Essential-Facts-2015.pdf.
Heick, T. (2012, September 12). A Brief History Of Video Games In Education - TeachThought.
history-of-video-games-in-education/
Jagoda, Patrick, Melissa Gilliam, Peter McDonald, and Christopher Russell. "Worlding through
Play." 8-1 | Worlding through Play | American Journal of Play. 2015.Accessed December
alternate-reality-games-large-scale-learning-and-source.
Kapp, K. M., Blair, L., & Mesch, R. (2014). The gamification of learning and instruction
fieldbook: Ideas into practice. San Francisco, CA: Wiley.
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EFFECTS OF GAMIFICATION ON THE SOCIAL STUDIES CLASSROOM
McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change
the world. New York: Penguin Press.
Olsson, M., Mozelius, P., & Collin, J. (2015). Visualisation and Gamification of E-Learning and
Rimon, G. (2016). 10 Surprising Benefits Of Gamification. Retrieved December 11, 2016, from
https://elearningindustry.com/10-surprising-benefits-of-gamification.
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