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ineffective and point to outdated methods that no longer meet the needs of today’s students.
Many studies have been conducted that point out issues with motivation and engagement in the
classroom. In a time where most students have spent their formative years learning through video
games and social networks, research shows teachers may need to adapt and change their teaching
styles in order to meet the needs of students. One such method that has been growing in
popularity is gamification. According to one study, gamification can be defined as “the use of
game design in non-game contexts” (Deterding, Dixon, Khaled, and Nacke 2011). This method
has many applications and has been utilized as a marketing strategy, a strategy to encourage
studies highlight the need for a new method of pedagogy to be used in the classroom and the
Hitchens and Tulloch, 2018; Sanchez-Mena and Marti-Parreno, 2017; Pektas and Kepceoglu,
2019).
For example, Mason (2018) points out the imperative need to find new ways to increase
and sustain student engagement in classrooms, as this directly impacts student outcomes. The
researcher identified that students with disabilities often feel frustrated with grade-level work and
tests in general education classrooms and are often lacking that engagement component. The
researcher’s study seeks to examine how the use of gamification in an elementary classroom
affects learning outcomes for struggling students. The researcher has based their study on
previous work including studies on student achievement and motivation (Harackiewicz, Barron,
GAMIFICATION FOR ENGAGEMENT 3
Carter, Lehto, & Elliot, 1997; Elliot & MeGregor, 1999; Brunstein & Maier, 2005; Butler, 1999;
Thompson, Davidson, & Barber, 1995), using game-like components in the classroom
Martinez-Herraiz, 2013; Lee & Hammer, 2011), constructivist versus traditional learning
theories on learning (Seimears, Graves, Schroyer, and Staver, 2012; Brooks & Brooks, 1999;
Jordan & Stack, 2008; Piaget, 2013; Vygotsky, 1978; McLeod, 2014; Slaughter, 2009; Dewey,
1938; Gutek, 2014), and the benefits of active learning through hands on experiences, role play,
and gamification (Snyder, 2003; De Corte, 2000; Raymond and Usherwood, 2013; Croley &
Rothenberg, 2007; Manrique, 2013; Zichermann, 2010; Lee, 2011; Kim 2011; Irvin, 2007; Kapp,
2014; Rughinis, R, 2013; Ghinea, Gheorghita, Mareh, 2013). The research proposes to examine
order to demonstrate how integrating gamification strategies can help support higher engagement
The study is focused on answering three questions posed by the researcher: (1) how does
as they affect student motivation, engagement, and achievement; (2) to what extent does
disabilities; and (3) what is the relationship between gamification and students’ abilities to
engage in higher order thinking skills. The researcher used a mixed-method study where
elementary teachers in Long Island, NY were invited to participate by completing a survey. The
quantitative phase utilized a Likert-scale using the Perceptions of Student Motivation (PSM)
questionnaire developed by Harde, Havis, and Sullivan (2018) and the qualitative phase included
questions from a District Survey on Student Learning, Student Engagement, and Digital Tools
GAMIFICATION FOR ENGAGEMENT 4
(an internal tool used by South Washington County Schools in St. Paul Minnesota). The study
found a significant and direct correlation between motivation and engagement and self-efficacy
and students are more engaged when provided with hands-on learning opportunities. Despite the
title of the study, little was done in the way of studying actual gamification strategies versus
reasons why educators employ gamification thus making the study incomplete since it does not
actually identify if using it is successful, rather it just identifies the need and basis for using
gamification strategies. It is also an incomplete study because the questions of the PSM survey
tool used do not include questions specific to the engagement of students with disabilities, which
is purportedly what the entire study is about. Other limitations concern geographic location (as
only Long Island, NY was focused on for respondents), the sample size (only 37 teachers from 6
districts responded to the survey); and the inability of the researcher to interview and get more
in-depth responses to support the qualitative work due to restrictions placed on the study by
district superintendents. Future studies should include an updated survey instrument and a better
qualitative approach in order to gain more information about student engagement strategies and
An important aspect in the success of any teaching strategy is student buy-in. Hitchens
and Tulloch (2018) examined the attitudes of university students towards gamification, to see if
they would perceive it in a positive light. As research has shown that a positive mental attitude is
necessary for learning to be effective, the research proposed to demonstrate that gamification can
be successfully utilized tin order to encourage positive student attitudes in engaging with
academic material, improve motivation and student confidence, and make learning more
enjoyable. The researchers’ pulled from previous research on gamification to define what
gamification is (Deterding et. al, 2011; Juul, 2011), the necessary components for gamification
GAMIFICATION FOR ENGAGEMENT 5
(Mutean, 2011; Flatla, Gutwin, Nacke, Bateman and Mandryk, 2011), what makes gamification
meaningful (Becker and Nicholson, 2016), and the principles for evaluating successful elements
in gamification (Groh, 2012) before developing their study. Their research question was can
students perceive gamified learning as enjoyable and beneficial to learning. The researchers’
used an experimental research design, where they introduced gamification into university classes
to ascertain the effect of gamification on students’ attitudes towards learning and motivation.
The researchers’ used a mixed methods approach to examine the results of their study by
conducting a survey comprised of Likert-scale and open ended questions, where they collected
almost 200 responses. Based on their survey results, the researchers’ found that a majority of
students found gamification useful and enjoyable, while roughly fifteen percent of students did
not. The researchers’ also reported that “the design of gamification requires careful attention to
underlying principles which will support student participation and success” (Hitchens and
Tulloch, 2018). Despite the positive outcomes in demonstrating that gamification does result in
increased motivation and engagement, there are three limitations to this study: the study was
focused on attitudes towards gamification, not on learner outcomes; the game design elements
were chosen to frame the learning environment in a more engaging environment, the course
material itself was not gamified; and the research is limited due to the nature of the participants,
who are university students enrolled in videogame and media classes who may be predisposed to
enjoy these types of activities. The researchers’ state they would like to conduct future studies by
continuing to develop gamified activities and examine how game-like students perceive these in
its implementation, in order for it to be a successful pedagogical tool. One study examined the
GAMIFICATION FOR ENGAGEMENT 6
drivers and barriers for teachers using gamification in their classes (Sanchez-Mena and Marti-
Parreno, 2017). The researchers’ built their study on the definition of gamification (Deterding et
al., 2011; Simoes, Diaz Redondo, and Fernandez Vilas, 2013), the idea that gamification make
tedious tasks enjoyable and provide intrinsic motivation (Hanus and Fox, 2015), that it provides
immediate feedback and a visual display of progress (Kapp, 2012), and that different barriers
keep teachers from taking advantage of this strategy (Mumtaz, 2000; Goodwyn, Adams, and
Clarke, 1997). The problem the researchers’ focused on was to gain a better understanding of
teachers’ experiences and beliefs about the use of gamification. The research proposes to explore
the main drivers that encourage university teachers to use gamification in their courses and the
main barriers that prevent them from using it in order to contribute to university’s policies
regarding the adoption of gamification. Thus the research questions were written accordingly and
were twofold: (1) what are the main drivers that teachers serving in Higher Education institutions
find when using gamification in their courses; and (2) which are the main barriers that teachers
serving in Higher Education institutions find when using gamification in their courses.
interviews consisting of a comparative analysis text mining via Wordstats 7.0 to identify
keywords they then clustered into main themes. They used a snowball sampling wherein they
emailed the interview to colleagues and asked them to forward it to others in order to find
instructors who had used gamification in their classes at least once. Respondents’ age ranged
from 26 to 65, 56.25% were female, all were university teachers primarily teaching in Marketing
and Business, and the average years of experience in using gamification was 2.25 years.
Researchers’ found in the instance of their first research question about drivers, keywords were
students, motivation, creativity, and entertainment. These were clustered into four themes
GAMIFICATION FOR ENGAGEMENT 7
entertainment, interactivity, and easiness to learn. Researchers’ found in the instance of their
second question about barriers, keywords were time, resources, methodology, students, and
activities. These were clustered into themes to identify main barriers for instructors using
gamification: lack of resources (time, training, classroom setting, and economic support),
students’ apathy or lack of interest, the subjects they teach, and classroom dynamics. The
researchers’ report that while previous research found positive effects on learning and the
classroom atmosphere from a student’s perspective, that from a teacher’s perspective it is a more
complex factor that might be analyzed using a multidimensional approach, which must be
analyzed before implementation can be successful. There are several limitations to this
exploratory study based on the snowball sampling which was used to gather data such as the age
of respondents, most instructors being from Marketing or Business, and that were university
instructors already open to this pedagogical approach. An individuals’ teaching style would also
affect their perceived drivers or barriers for using gamification. Researchers’ point to future
individualistic cultures in order to gauge cultural differences that might affect the use of
focusing on the attitudes of pre-service teachers towards gamification (Pektas and Kepceoglu,
2019). Pektas and Kepceoglu used prior research regarding the definition of gamification
(Deterding et al., 2011; Zichermann and Cunningham, 2011), previously identified positive
benefits of gamification in education (Bruder, 2015; Kapp, 2012, Zichermann and Cunningham,
GAMIFICATION FOR ENGAGEMENT 8
2011; Lee and Hammer, 2011; Gee, 2003; Lazzaro, 2004; Mutean, 2011), and how game
elements support assessment (Shute and Ke, 2012; Shute, Ventura, Bauer, and Zapata-Rivera,
2009; Kocadere and Caglar, 2015) to help them develop their study. Their research question for
the study is what do prospective science education teachers think when gamification applications
are used as assessment tools in education. The research proposes to gather and analyze pre-
service science teachers’ opinions about gamification after experiencing it as students in order to
determine their attitudes’ on the benefits, limitations, and what stage of instruction gamification
applications are most useful. This study uses an experimental research design where gamification
was introduced for four weeks into an elective course. Researchers’ then used a
questionnaire of purposeful sampling with 44 pre-service science teachers, four of which were
Researchers’ found both positive and negative attitudes towards gamification through
their study. Positive findings found an increase in motivation as the most significant benefit as
well as emotive responses such as having fun, serving as a quick assessment tool, and being able
to provide feedback quickly to students. Negative findings included loss of motivation if students
were not doing well or did not like the game elements, difficulty in classroom management,
technological problems, waste of time, and limitation of time. Overall, 93% thought that
gamification could be used as a summative assessment tool and 34% stated that applications
could be used in the introduction phase of instruction to attract students’ attention and increase
motivation. Participants reported overall that they enjoyed the application of gamification, that it
affected their learning experience, increased their success through positive competition, and
improved their communication, interest, and motivation. Limitations of this study surround the
GAMIFICATION FOR ENGAGEMENT 9
gamification that was used in this study. The gamification used does not correlate with the
definition of gamification at all but rather using game-based tools as an assessment tool. Other
elements are incorporated such as missions or quests, leaderboards, and some type of reward.
While all components are not necessary for gamification, a more inclusive gamified experience
might have led to different results. Researchers’ note that it is important to study different
teaching levels so future studies should examine teachers at different levels and subjects in order
to diversify results.
SYNTHESIS
How did the authors define the problem?
Research reveals that the lack of student motivation and engagement is a growing
problem (Mason, 2018; Hitchens and Tulloch, 2018; Sanchez-Mena and Marti-Parreno, 2017;
Pektas and Kepceoglu, 2019). This is concerning for many reasons, of which are results of lower
student outcomes, anxiety and stress, behavioral issues, attendance, and dropping out of school.
As such, several studies have examined this problem. For example, Mason (2018) says that
researchers and educational professionals are becoming concerned about students’ boredom, lack
of motivation, and disengagement from school. Hitchens and Tulloch (2018) argue that
traditional teaching methods are becoming increasingly ineffective and that teachers need to be
the ones to adapt and change their strategies. Sanchez-Mena and Marti-Parreno (2017) discuss
the need for more active methodologies that provide students with a more proactive learning
role. Pektas and Kepceoglu (2019) point to the need to adapt to new teaching methods to meet
the needs of 21st century learners. What these studies all have in common is the need to adapt and
change pedagogical methods to meet the needs of today’s students (Mason, 2018; Hitchens and
Tulloch, 2018; Sanchez-Mena and Marti-Parreno, 2017; Pektas and Kepceoglu, 2019).
GAMIFICATION FOR ENGAGEMENT 10
pedagogical method has been conducted to determine its efficacy in increasing student
engagement, motivation, and learning outcomes (Mason, 2018; Hitchens and Tulloch, 2018;
Sanchez-Mena and Marti-Parreno, 2017; Pektas and Kepceoglu, 2019). For example, Mason
(2018) looked at the perceptions of elementary school teachers in regards to student engagement
helping students with disabilities who are struggling in regular education classes while Hitchens
and motivation. Sanchez-Mena and Marti-Parreno (2017) studied university professors who have
gamification in their classrooms to examine barriers and drivers for using this method of
instruction while Pektas and Kepceoglu (2019) studied the pre-service teachers’ attitudes and
beliefs about gamification after experiencing it. While Mason was the least successful in her
original goal, all of the studies prior research and their own studies demonstrated the need for
adapting teaching methodologies to be more student centered and provide opportunities for
communication, collaboration, and competition (Mason, 2018; Hitchens and Tulloch, 2018;
for increasing engagement and motivation has been done using a qualitative or mixed methods
approach (Mason, 2018; Hitchens and Tulloch, 2018; Sanchez-Mena and Marti-Parreno, 2017;
Pektas and Kepceoglu, 2019). For example, Mason (2018) used a mixed-method study using a
Likert-scale and open ended questions to study elementary school teachers’ perceptions of
student engagement, motivation, and achievement in Long Island, NY. Hitchens and Tulloch
GAMIFICATION FOR ENGAGEMENT 11
(2018) used a mixed-method study composed of a Likert-scale and open ended questions to gain
determine drivers and barrier to university instructors using gamification in their classes. Pektas
and Kepceoglu (2019) used a case study approach and conducted an open ended survey with 44
pre-service science teachers as well as clinical interviews with four of the participants.
are integral for positive learning outcomes as well as the role of the teacher and the teachers’
the findings of Hitchens and Tulloch (2018) who found that a positive attitude toward the
learning strategies is important for effective learning. Hitchens and Tulloch (2018) also found
that students had a positive view on gamification and found it useful and enjoyable. Their study
did find a minority of students who thought it was a waste of time and not beneficial, which
would correspond to one of the barriers to using gamification as found by Sanchez-Mena and
Marti-Parreno (2017) but overall in both instances, there was more positive results surrounding
gamification than negative (Hitchens and Tulloch, 2018; Sanchez-Mena and Marti-Parreno
2017). Pektas and Kepceoglu (2019) also had a more overwhelmingly positive response to the
use of gamification than negative and results showed pre-service teachers found that
gamification was beneficial as an engagement strategy and an assessment strategy. All of the
studies found that when the instructor is intentional and meaningful in planning out a gamified
classroom that the likelihood of success is amplified versus teachers who do not put a lot of time
or thought into its implementation (Mason, 2018; Hitchens and Tulloch, 2018; Sanchez-Mena
and Marti-Parreno, 2017; Pektas and Kepceoglu, 2019). Another correlation from all studies is
GAMIFICATION FOR ENGAGEMENT 12
that gamification provides a safe way for students to learn from failure, and while there is some
disagreement to the degree students will bounce back from that failure, there is no research that
surveys were conducted with (Mason, 2018; Hitchens and Tulloch, 2018; Sanchez-Mena and
Marti-Parreno, 2017; Pektas and Kepceoglu, 2019). For example, Mason (2018) only had 37
responses from elementary school teachers from 6 districts (out of 10) in Long Island, NY and
depended on superintendents of districts to share the survey with teachers. Sanchez-Mena and
Marti-Parreno (2017) similarly had a small sampling (just 16 surveys) and they were sent to
colleagues and then asked their colleagues to pass them on so they were dependent of a network
of professors who used gamification in their university classes and of those they were mainly
Business and Media classes. Hitches and Tulloch (2018) had a much larger survey pool (200),
however the students were all from videogame and media classes and might have a bias towards
game-like activities. Similarly, Pektas and Kepceoglu (2019) were narrow in their focus as they
only looked at science pre-service teachers with 44 respondents and only 4 of which they
sample size, to get a cross discipline sample, and to involve more qualitative questions where
teachers can describe the gamifications methods they use and describe to what degree those
strategies are effective (Mason, 2018; Hitchens and Tulloch, 2018; Sanchez-Mena and Marti-
Parreno, 2017; Pektas and Kepceoglu, 2019). Three of the four studies had relatively small
44), where only one had a fairly large surveyed population (Hitches and Tulloch-200). Mason
(2018) only surveyed elementary school teachers, which were predominantly K-3, while Pektas
and Kepceoglu (2019) only surveyed pre-service teachers. A wider range of disciplines is also
recommended as Hitchens and Tulloch (2018) only surveyed students in videogame and media
classes, the participants of Sanchez-Mena and Marti-Parreno (2017) were mainly Business and
Marketing professors, and all of the pre-service participants in Pektas and Kepceoglu (2019)
study were future science teachers. Additionally none of the surveys involve partipant’s
describing in-depth what gamification strategies are being used and why they find these
strategies effective(Mason, 2018; Hitchens and Tulloch, 2018; Sanchez-Mena and Marti-
pedagogical strategy in increasing student engagement and motivation in the classroom (Mason,
2018; Hitchens and Tulloch, 2018; Sanchez-Mena and Marti-Parreno, 2017; Pektas and
Kepceoglu, 2019). Mason (2018) examines gamification benefits in terms of benefitting students
with disabilities struggling in general education classes. Hitchens and Tulloch (2018) look at
gamification’s benefits from the perspective of a university student. Sanchez-Mena and Marti-
Parreno (2017) look at its benefits from a college professor’s perspective and Pektas and
Kepceoglu (2019) look at it from the prospective of pre-service teachers. Of these four studies,
none of them look at how gamification affects the engagement, motivation, or behavior of
minority students in secondary schools. This type of approach would add to current literature on
beneficial for all types of learners. At this point, a more in-depth search of the literature is
necessary to examine whether this topic has been the focus of other studies or dissertations.
today’s students and is creating apathy, lack of motivation, and disengagement in the classroom.
This leads to further issues such as poor student achievement, attendance, behavioral issues, and
dropping out altogether. The purpose of this study is to discover to what degree gamification as a
issues amongst minority students in a secondary educational setting. This study will use an
experimental mixed methods approach to determine students’ and teachers’ perceptions on the
References
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http://search.proquest.com/docview/2268337614/abstract/9CD974A6581346EEPQ/1.
Pektas, Murat, and Ibrahim Kepceoglu. “What Do Prospective Teachers Think about Educational
Sánchez-Mena, Antonio, and José Martí-Parreño. “Drivers and Barriers to Adopting Gamification:
Teachers’ Perspectives.” Electronic Journal of E-Learning 15, no. 5 (January 1, 2017): 434–43.