Professional Documents
Culture Documents
Literature Review:
Alek Turner
Lamar University
ACTION RESEARCH ON GAMIFICATION IN PROFESSIONAL LEARNING 2
Abstract
This paper explores various published articles and research that report the information
and results of how the barrier of time can prevent teachers from seeking opportunities in
Angelova, and Yordanova (2014) define gamification as a platform that utilizes the components
of games to enhance the quality of learning, practices, and work productivity. Gamification is a
system that changes the way information and learning is received for the individual, especially in
a time where the learners continue to change with the use of more and new digital tools and
technologies (Kiryakova, Angelova, & Yordanova, 2014). One of the largest benefits to this
approach is that the decision making is in the hands of the learner, in which the learners are able
to select what activities they would like to learn and develop for their needs and expertise
(Gamrat, Zimmerman, Dudek, & Peck, 2014). Gamification for professional learning allows the
learner to personalize their learning through creating their own learning pathway and applying
the learning where it best fits their needs (Bray & McClaskey, 2013). As gamification develops
for professional development, teachers can earn digital badges, which are reflective of the
learning and activities that have been completed (Gamrat, Zimmerman, Dudek, & Peck, 2014).
The method of learning needs to evolve to support the approach that information is given
(Kiryakova, Angelova, & Yordanova, 2014). The learning that takes place in gamification for
professional development needs to support how the learner prefers to learn through access,
engaging with the content, and expressing what they know (Bray & McClaskey, 2013). This
paper investigates the effects and influence of how time is spent and provided for professional
development to better support participation in professional development (Bubb & Earley, 2013).
ACTION RESEARCH ON GAMIFICATION IN PROFESSIONAL LEARNING 3
Many adults seek opportunities in which they can take ownership of their learning and
customize the experience to their area of expertise or skill level (Kopcha, Ding, Neumann, &
Choi, 2016). Gamification for professional learning has been found in research to build
motivation and lead to accountability for teachers to receive new training, learning, and practice
into their daily instruction. One key element of gamification is that it incorporates personalized
learning. The personalized learning in gamification allows for the learner to control their learning
and their own pace, while selecting the skills they want to focus on and learn through an
approach that is most feasible for the individual (Bray & McClaskey, 2013). Gamification is
mentioned to increase the application of new knowledge and better serve in helping employees
assess their own levels of understandings, strengths, and weaknesses. Murray (2010) stated that
when teachers participate in professional development they are left with a sense of empowerment
and new confidence which reflects in overall improvement for student performance. It has been
shown that learners who followed a gamification approach retained the new acquired knowledge
and continued using it past the use of the gamification process (Kopcha, Ding, Neumann, &
Choi, 2016). The best way to have a successful personalized gamified professional learning
program is to consider the individual needs of the teachers (Lee, 2005). Teachers are often
bombarded with many responsibilities to fit into a day, and the most common concern expressed
by many educators is they struggle with time and balancing everything into their day, especially
planning process by helping plan the learning, activities, and types of reflective feedback (Lee,
2005). Thus, the goal is that through gamified professional learning, teachers have the flexibility
ACTION RESEARCH ON GAMIFICATION IN PROFESSIONAL LEARNING 4
in what and when they choose to learn and practice, a variety of formats are provided in content
and assessment, and then those activities can be saved and shared for future learning (Gamrat,
Zimmerman, Dudek, & Peck, 2014). This paper will discuss the purpose of this action research,
and then investigate the theme of potential factors that prevent gamified professional
development, and then the subtopic of how to improve what is being currently done. Hence,
conclusions will be drawn on the strengths and weaknesses of the current research, with the
subtopic of contributions to the field of education, and finally conclusions or gaps in the study.
(Kiryakova, Angelova, & Yordanova, 2014) suggest that if the gamification model does
not offer users an opportunity to customize their learning or find the goal of their learning
attainable it could cause frustration to the learners from moving forward. As educators, learning
is personalized and differentiated for students, and it should also be the same for teachers (Bubb
& Earley, 2013). Gamification is best utilized when there is choice in participating and selecting
the learning. Thus, considering how gamification is based on a voluntary basis, it also leads to
the type of motivation it encompasses. Lee (2005) discussed that there are many factors that
management of the learning. The purpose of this action research is to focus on one of the
attributing factors that can lead teachers to not successfully participate in personalized
professional development with gamification. Lee (2005) suggest that teachers need to be
involved in the creation and development of personalized professional learning and consider
what the end goals should reflect. Through teacher involvement in the developing process of the
professional development, they are given a voice to create what, how, and when they would like
their professional development to occur. The action research will focus on how opportunities of
ACTION RESEARCH ON GAMIFICATION IN PROFESSIONAL LEARNING 5
time for teacher involvement is a factor that prevents teachers from participating in the
professional learning. Typically, it seems that there are not enough convenient times offered with
the proper support to meet the needs for teachers to complete professional development
(Brinkerhoff, 2006). Hence, due to the critical barrier of teachers lacking time to implement new
professional learning activities, it is essential to consider what are perceptions held by teachers
Brinkerhoff (2006) discussed that some factors that lead to difficulty in seeking
personalized professional development can be having time to explore new concepts and plan
those new skills into practice into daily instruction. Lee (2005) stated that professional
development programs are more effective where there are collaborative groups, mentoring,
coaching, or planned meetings during the school day. Teachers are often overwhelmed with the
many demanding responsibilities of their job, and if teachers can refine a specific focus within
their group it will narrow the subconscious feeling of having a list of tasks to complete in a
gamified professional learning platform (Lee, 2005). A benefit to the current use of gamified
professional development is that it is ongoing throughout the whole year. Penuel, Fishman,
Yamaguchi, & Gallagher (2007) discussed that most traditional professional developments are
short and limited, and do not provide many opportunities for follow-up support. Most of the time
there is not a proper amount of time given to see what impact was made with the new skills
acquired, and most teachers prefer more time to review the learning before moving onto a new
activity (Bubb & Earley, 2013). Hence, these results lead to the conclusive fact that the time
provided needs to be ongoing for the learning to have the most potential of success (Brinkerhoff,
2006).
ACTION RESEARCH ON GAMIFICATION IN PROFESSIONAL LEARNING 6
It would first be helpful to be collect data through qualitative interviews to gain deeper
insight into the perceptions, feelings, and opinions of teachers. If there is to be improvement in
the user-friendliness of the gamification for teacher development, it will be necessary to gather
teacher input, feedback, and feelings of the experience. Furthermore, to understand potential
helpful to gather observations of teachers using and implementing the gamified professional
development. Since this approach for professional development is new and there are a limited
number of teachers participating, this factor could reduce some of the understandings from the
data analyzed. It will be important to continue collecting further data in the next school year as
this is a new approach to professional development with little research and data collected on the
Utilization of Groups:
Lee (2005) suggest that the use of groups can help in teachers finding time to discuss
concepts, skills, and problems they are encountering, while collaboratively intentionally planning
ways to incorporate their personalized learning. The incorporation of groups also helps maintain
excitement and stamina to keep participating (Lee, 2005). The groups will help facilitate the time
required to complete gamified professional learning. Lee (2005) discussed to help the use of
groups be more effective in managing time to complete gamified tasks, it is helpful to have two
or three teachers help manage the needs of their group to provide more support to the teachers in
completing their personalized learning tasks. Kopcha (2012) suggest that having a mentor in a
group helped with the teacher’s knowledge and skills in the professional development activities.
ACTION RESEARCH ON GAMIFICATION IN PROFESSIONAL LEARNING 7
Murray (2010) suggest that when teachers are paired with an expert teacher, it can produce time
for more individualized attention to strengthen learning and new skills, while an opportunity to
concentrate to support in the knowledge and answer any questions. It is also important to
consider how the support of groups can meet to manage time to participate in gamified
professional development. Thus, part of finding time to participate is based on accessibility with
time during a school day. Gamrat, Zimmerman, Dudek, and Peck (2014) suggest that the use of
diverse manner which met more individual needs. Another way to utilize online professional
development to help maximize and make learning more accessible is through the use of social
media tools, which help organize and empower teachers in the learning (Gamrat, Zimmerman,
Thus, research shows that through participating in a group, teachers are given a more
thorough focus through collaborating with their peers and discussing problems or confusion with
the new skills (Penuel, Fishman, Yamaguchi, & Gallagher, 2007). It is important to consider the
challenge of adding additional time or altering the schedule can be problematic to the current
school structures, yet possible meeting times to learn could be done online or before or after
school hours to plan, learn new skills, and reflect. This approach is often seen as helpful because
it offers time for teachers to explore new concepts more in depth, and teachers develop more
guidance and improvement due to the trust of having teacher leaders in the groups (Penuel,
Fishman, Yamaguchi, & Gallagher, 2007). Hence, in order for gamified professional
development to be effective in the future, teachers need support through groups to help with
managing time participate in activities and have reflections to review the overall effectiveness
ACTION RESEARCH ON GAMIFICATION IN PROFESSIONAL LEARNING 8
(Lee, 2005). Furthermore, through the accessibility of assisting with time management for
gamified professional development, the online capability allows for learners to use flipped
classroom approach, in which learners can then control the pace and progress of their learning to
fit their needs with timing (Kong & Song, 2015). Many of the research articles that been
published discuss the benefits of gamification in the classroom with students as the users,
however, there has not been a lot of published research on the practice, use, or implementation of
gamification with teachers as the users for the learning. Kopcha, Ding, Neumann, and Choi
(2016) concluded in their research that it is important that further exploration be completed of
gamification with teachers as the learners and on a larger scale of teachers using this method to
gain better results on its effectiveness for their instruction. Furthermore, when collecting the
data, it is important to determine the learners’ pre- and post- reflection of the learning process
from the gamified professional development in order to best understand their views and what
Based on the current research, teachers find it difficult to manage their time to participate
in the personalized gamified professional learning. Through having more time to meet with
development can lead to an increase in skills, confidence, and alter teaching performance for the
better (Brinkerhoff, 2006). It seems that the typical attitude by many educators is usually
professional development. Yet, based on the current research, there is strong evidence on the
positive gains that can be had in the broader scope of education. Gamification for professional
learning has been found in research to build motivation and lead to accountability for teachers to
ACTION RESEARCH ON GAMIFICATION IN PROFESSIONAL LEARNING 9
receive new training, learning, and practice into their daily instruction. Gamification for
professional learning develops an attitude where teachers have a changed perspective towards
learning and gain ownership in the process (Kiryakova, Angelova, & Yordanova, 2014).
Gamification allows the learner to work at their own pace and complete trainings while
interacting with other leaners or the instructor at their own convenience (DuVernet & Popp,
2014).
The best recommended solution is to let teachers have the ownership in deciding when to
volunteer their time towards the ongoing gamified professional development approach, rather
than making it a one size fits all to complete the professional development (Brinkerhoff, 2006).
Murray (2010) stated that there is not just one approach to offering the perfect style of
professional development, and it is important to always keep the needs and approach of gamified
professional development to continuously improve as teacher needs adjust. However, the best
kind of professional development is when the teacher feels empowered to take ownership over
their own learning. Thus, as gamification continues to develop in its usage, there needs to be
careful consideration in the level of difficulty in completing tasks and challenges, otherwise it
will discourage users from participation (DuVernet & Popp, 2014). As further studies and
research are conducted it will be interesting to observe the continued growth and effects it has on
References
Bray, B., & McClaskey, K. (2013). A Step-by-Step Guide to Personalize Learning. Learning &
Skills, Computer Self-Efficacy, and Technology Integration Beliefs and Practices. Journal of
Bubb, S., & Earley, P. (2013). The Use of Training Days: Finding Time for Teachers’ Professional
DuVernet, Amy M. Popp, Eric. (2014). TIP: The Industrial-Organizational Psychologist. Vol. 52 Issue
1, p39-44. 6p.
Gamrat, C., Zimmerman, H. T., Dudek, J., & Peck, K. (2014). Personalized Workplace Learning: An
Kiryakova, G., Angelova, N., & Yordanova, L. (2014). Gamification in Education. Proceedings of 9th
Kong, S. C., & Song, Y. (2015). An Experience of Personalized Learning Hub Initiative Embedding
BYOD for Reflective Engagement in Higher Education. Computers & Education, 88, 227-240.
Kopcha, T. J. (2012). Teachers' Perceptions of the Barriers to Technology Integration and Practices with
Technology under Situated Professional Development. Computers & Education, 59(4), 1109-
1121.
Kopcha, T. J., Ding, L., Neumann, K. L., & Choi, I. (2016). Teaching Technology Integration to K-12
Lee, H. J. (2005). Developing a Professional Development Program Model Based on Teachers' Needs.
Forum (Vol. 48, No. 1, pp. 2-11). US Department of State. Bureau of Educational and Cultural
Affairs, Office of English Language Programs, SA-5, 2200 C Street NW 4th Floor, Washington,
DC 20037.
Penuel, W. R., Fishman, B. J., Yamaguchi, R., & Gallagher, L. P. (2007). What Makes Professional