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GAMIFIED STANDARDS-BASED ENGAGEMENT 1

Student Perceptions of Engagement with Secondary Mathematics in a Gamified,

Standards-Based Grading System: A Basic Qualitative Study

Albert Bryant

Dissertation Submitted to the Doctoral Program

of the American College of Education

in partial fulfillment of the requirements for the degree of

Doctor of Education in Instructional Technology

March 2024
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Student Perceptions of Engagement with Secondary Mathematics in a Gamified,

Standards-Based Grading System: A Basic Qualitative Study

Albert Bryant

Approved by:

Dissertation Chair: Cathy McKay, EdD

Committee Member: Ashraf Esmail, PhD


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Copyright © 2024

Albert Bryant
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Abstract

In the secondary school setting, student engagement with mathematics has been declining for

various reasons and for a significant amount of time. Gamification and standards-based grading

are strategies that have the potential to improve student engagement with mathematics. The

problem was poor student engagement with classroom activities in secondary mathematics. The

purpose of this basic qualitative study was to explore former students’ perceptions regarding the

student engagement in teaching and learning activities they experienced with secondary

mathematics content in the gamified, standards-based grading system at a rural high school in a

midwestern state. This basic qualitative research study sought to fill a gap in the literature by

investigating former student perceptions of their engagement with mathematics. Grounded in

constructivist learning theory, this study reported student perceptions of their engagement.

Fifteen to twenty-five former students from the population of 46 who have experienced gamified,

standards-based grading in their high school math class were selected by voluntary response

sampling. Participants in the study first answered an online questionnaire asking about their

perceptions of their experiences and then completed an interview conducted and transcribed on

Zoom. Participants indicated that the standards-based grading system positively impacted their

engagement, improved their understanding of learning objectives, promoted self-regulation, and

preferred the system over points-based grading systems. Most respondents enjoyed and were

motivated by the gamified elements. The major recommendation of this study is that educators

should explore and implement constructivist learning strategies, including gamification and

standards-based grading in secondary education.

Keywords: standards-based grading, gamification, mathematics, engagement


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Dedication

I dedicate this dissertation to my family who has unconditionally loved and supported me

in my educational endeavors. To my wife Mary, I thank you for picking up all the slack and

stepping up to take care of things while I spent time writing, researching, and pursuing my

education. To my children Samson, Autumn, and Landree, I thank each of you for giving up part

of your childhood while I sought to improve myself – my prayer is this time has made me into a

better father and husband by appreciating all the things you have done for me. To my parents,

Bus and Tammy, and my in-laws, Kenny and Nancy, for always believing in me, encouraging

me, and supporting me. This work is dedicated to all of you who mean the most to me in this

world, and to Jesus Christ, whom I serve daily.


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Acknowledgements

I would like to thank Dr. McKay for her tireless support and express my deepest

appreciation for her guidance and willingness to discuss things even when it was outside of

working hours – your mentorship has been invaluable along the way. I would like to thank Dr.

Esmail for his direct and precise feedback on my work. I would like to thank Dr. James for all

her input and hard work during the edits of my writing. Finally, I would like to thank every

person who repeatedly told me “no” along my professional growth journey – you inspired me to

overcome obstacles using creativity and ingenuity, giving me motivation to better myself for my

students.
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Table of Contents

List of Tables ................................................................................................................................ 11

Chapter 1: Introduction ................................................................................................................. 12

Background of the Problem .............................................................................................. 13

Statement of the Problem .................................................................................................. 14

Purpose of the Study ......................................................................................................... 14

Significance of the Study .................................................................................................. 15

Research Question ............................................................................................................ 16

Theoretical Framework ..................................................................................................... 16

Definitions of Terms ......................................................................................................... 17

Assumptions...................................................................................................................... 18

Scope and Delimitations ................................................................................................... 19

Limitations ........................................................................................................................ 21

Chapter Summary ............................................................................................................. 22

Chapter 2: Literature Review ........................................................................................................ 23

Literature Search Strategy................................................................................................. 24

Theoretical Framework ..................................................................................................... 25

Constructivism ...................................................................................................... 26

Game Theory ........................................................................................................ 28

Research Literature Review .............................................................................................. 29


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Mathematics Engagement ..................................................................................... 30

Grading Mathematics ............................................................................................ 34

Gamifying Mathematics........................................................................................ 40

Student Perceptions in Related Research .............................................................. 44

Chapter Summary ............................................................................................................. 46

Chapter 3: Methodology ............................................................................................................... 49

Research Methodology, Design, and Rationale ................................................................ 50

Methodology ......................................................................................................... 51

Research Design.................................................................................................... 51

Role of the Researcher ...................................................................................................... 53

Research Procedures ......................................................................................................... 54

Population and Sample Selection.......................................................................... 54

Questionnaire ........................................................................................................ 55

Interview Protocol ................................................................................................. 58

Field Testing ......................................................................................................... 60

Data Collection ..................................................................................................... 61

Data Analysis .................................................................................................................... 63

Reliability and Validity ..................................................................................................... 64

Ethical Procedures ............................................................................................................ 66

Chapter Summary ............................................................................................................. 68


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Chapter 4: Research Findings and Data Analysis Results ............................................................ 69

Data Collection ................................................................................................................. 69

Data Analysis and Results ................................................................................................ 72

Theme 1 - Positive experience and understanding in the standards-based grading

system ................................................................................................................... 75

Theme 2 - Standards-Based Grading Impacts Education and Views ................... 77

Theme 3 - Self-Regulation and Self-Pacing Promoted by Standards-Based

Grading ................................................................................................................. 79

Theme 4 - Criticism of Non-Gamified Points-Based Grading ............................. 81

Theme 5 - Positive Views of Gamification........................................................... 83

Reliability and Validity ..................................................................................................... 85

Chapter Summary ............................................................................................................. 87

Chapter 5: Discussion and Conclusions........................................................................................ 88

Findings, Interpretations, and Conclusions ....................................................................... 88

Limitations ........................................................................................................................ 91

Recommendations ............................................................................................................. 94

Implications for Leadership .............................................................................................. 96

Conclusion ........................................................................................................................ 97

References ..................................................................................................................................... 99

Appendix A: Recruitment Letter ................................................................................................ 108


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Appendix B: Informed Consent .................................................................................................. 109

Appendix C: Research Questionnaire ......................................................................................... 112

Appendix D: Follow-up Interview Protocol ............................................................................... 120

Appendix E: S.M.E. 1 Field Test ................................................................................................ 121

Appendix F: S.M.E. 2 Field Test ................................................................................................ 123

Appendix G: S.M.E. 3 Field Test ............................................................................................... 127

Appendix H: IRB Approval Letter ............................................................................................. 129


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List of Tables

Table

1. Research Question Alignment to Questionnaire Questions ................................................. 57

2. Research Question Alignment to Follow-Up Interview Protocol ........................................ 59

3. Participant Response Rates and Time Frames ..................................................................... 70

4. Codes, Quotations, and Emergent Themes .......................................................................... 74


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Chapter 1: Introduction

Mathematics education has long been a topic of concern among educators, parents, and

researchers, as low levels of student engagement and achievement in mathematics have serious

consequences for students and their academic futures (Boaler, 2022). In a global context,

educational metrics often use mathematics as the baseline for the comparison of education

systems among nations (Naughton, 2022). In the United States, gamification and standards-based

grading in mathematics classrooms have gained attention as potential strategies for increasing

student engagement and motivation (Guskey & Brookhart, 2019). Many studies and dissertations

have been published about the efficacy of standards-based grading related to standardized test

scores. Others have explored the impacts of gamification on student engagement. This study

deviated from those by gathering former students’ perceptions about combining these ideas and

their impacts on mathematical engagement.

Participants of this study had been out of the public secondary education system for at

least one academic year, enabling participants to offer a unique perspective about their

experiences in their mathematics courses. Their perspectives contributed to the body of

knowledge surrounding mathematics education by offering first-hand qualitative perceptions

from the viewpoint of someone who experienced gamification and standards-based grading in

their high school math class. Chapter 1 explores the background of the problem, the statement of

the problem, the purpose of the study, the significance of the study, the research question, the

theoretical framework, and definitions of the key terms. After that, a discussion of the

assumptions, scope and delimitations, limitations, and a summary leads into Chapter 2.
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Background of the Problem

Student engagement with mathematics is a problem that has been of concern to educators,

academics, and researchers for many years (Boaler, 2022). Recent literature reveals that over the

past few decades, student engagement levels with mathematics have decreased (Cevikbas &

Kaiser, 2022; Wang et al., 2020). Some studies indicated that as many as 40% to 60% of students

disengage with mathematics during the transition years from primary to secondary school

(Cevikbas & Kaiser, 2022). Collie et al. (2019) suggested that this problem is increasing in many

countries, including the United States, France, and Australia. Many factors contribute to low

student engagement in mathematics, including a lack of relevance or interest in the material,

teaching and grading methods, and a general lack of student motivation (Boaler, 2022; Guskey &

Brookhart, 2019).

The problem of low student engagement with mathematics is serious in the current era of

education reform, as the emphasis on standardized testing and school funding models has put

pressure on schools and teachers to improve student achievement in mathematics (Naughton,

2022). Keller (1987) proposed that satisfaction and relevance are important factors in the

learning experience. Identifying effective strategies for increasing student engagement with

mathematics is important to improve student achievement and satisfaction.

Kohn and Blum (2020) discussed the impacts points-based grading systems have on

students, describing such systems as self-defeating and demoralizing. Student motivation in

points-based (traditional) grading systems is often defined by the extrinsic motivation of earning

enough points to maintain an associated letter grade (Guskey & Brookhart, 2019). Mathematical

engagement decreases while students learn how to game the points system.
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Statement of the Problem

The problem was poor student engagement with classroom activities in secondary

mathematics. Boaler (2022) asserted that students struggle to engage in mathematical contexts,

while Cevikbas and Kaiser (2022) discussed the worsening problem of mathematical

disengagement. Although mathematical engagement has been decreasing, recent studies have

suggested that standards-based grading and gamification strategies improve both achievement

and engagement (Guskey & Brookhart, 2019; Yamani, 2021). Many studies have quantitatively

compared these strategies with student performance data, and many qualitative studies have

sought teacher and administrator perceptions about standards-based grades (Belton, 2022;

Bromley, 2019; Reeves, 2021). Few studies have sought to understand student perceptions of

gamification and standards-based grades (Guskey et al., 2020). This study sought to fill the gap

in the literature involving former students’ perceptions about their engagement with mathematics

due to the strategies of gamification and standards-based grading.

Purpose of the Study

The purpose of this basic qualitative study was to explore former students’ perceptions

regarding the student engagement in teaching and learning activities they experienced with

secondary mathematics content in the gamified, standards-based grading system at a rural high

school in a midwestern state. This basic qualitative research explores the experiences and

perspectives of former advanced mathematics students regarding their engagement with

mathematics. These former students experienced mathematics content through a gamified,

standards-based grading system when they were seniors in high school.

The rationale for conducting this study was to give these former students a voice and

share their thoughts and perceptions about the gamification and standards-based grading used in
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the advanced math class. Consequently, a basic qualitative research design was chosen to fit this

purpose and explore former students’ perceptions (Creswell & Creswell, 2020; Merriam &

Tisdell, 2015). Two instruments were used to collect participant perceptions: a questionnaire and

a follow-up interview. This study sought to explore a deeper understanding of the impact of this

pedagogy and grade-reporting approach on student engagement in mathematics within the

context of a high school setting in a midwestern state.

Significance of the Study

Student engagement with mathematics is a documented problem (Boaler, 2022).

Gamification and standards-based grading are strategies that may be used to improve student

engagement with mathematics (Chmiel, 2021; Guskey et al., 2020). The significance of this

study was insights into the thoughts of students who experienced the gamified, standards-based

grading system. This study was significant because most recent studies either study adult

opinions about standards-based grades or report quantitative relationships using standardized test

scores. Of the top 40 recent dissertations on ProQuest about standards-based grading, only two

discussed student perceptions. In contrast to measures of student performance, these former

students will share their opinions and note differences between their experience and other types

of grading systems. Keller (1987) argued that learner satisfaction and confidence are important

parts of the learning process. Therefore, gathering opinions directly from those who experienced

the gamified standards-based grading system was important.

Bridging the gap in the literature was another significance this study achieved by

collecting experiences after the students had been out of the high school system for an academic

year. The participants had time to reflect on the longer-term impacts of the standards-based

grading and gamification they experienced. Their responses may have been more contemplative
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since they experienced the transition into college and can offer perspectives about that transition

in light of the gamified, standards-based grading system (Guskey et al., 2020). One set of

benefactors of this study are the teachers and administrators who read and contemplate the

perceptions shared by these former students. The results of this study can influence policy and

promote professional changes to how mathematics courses are conducted and graded.

Consequently, the primary benefactors of this study are future students who experience improved

math courses and have increased mathematical engagement due to the results of this study.

Research Question

Alignment between the problem and purpose of this study narrows in on a single research

question. This question provides the foundation for chosen data instrumentation and data

analysis. Relevant literature related to this research question revealed the thematic elements of

gamification, standards-based grading, and student perceptions.

Research Question 1: What are former students’ perceptions regarding the student

engagement in teaching and learning activities they experienced with secondary mathematics

content in the gamified, standards-based grading system at a rural high school in a midwestern

state?

Theoretical Framework

Constructivism was the theory that grounds this study. Qualitative studies are often used

to explore the perceptions that participants experience during an event (Merriam & Tisdell,

2015); therefore, constructivist learning theory is a staple of qualitative research. Vygotsky

(1978) is widely credited as the seminal theorist in constructivism for his work on sociocultural

theory. The central premise of constructivism is that knowledge is constructed through

experience and interaction with others (Westover et al., 2021). Language was the primary area in
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which Vygotsky studied human learning. He observed that small children learn language by

listening and interacting with their more experienced parents (Vygotsky, 1978).

The present study was closely linked to the constructivist framework in two significant

ways. First, the study aims to explore the perceptions of former students regarding a past

learning experience. The research question was grounded in constructivist theory and sought to

gather former students' perspectives on their engagement with mathematics. Second, qualitative

research studies typically align with constructivist principles (Merriam & Tisdell, 2015) as they

aim to comprehend the experiences and perceptions of research participants. In this regard, the

current study was qualitative, and the problem, purpose, and research question were all

underpinned by the constructivist framework. A more detailed analysis of constructivism and the

foundations of this study are presented in the literature review.

The data instruments that were utilized in this study were created based on the

constructivist framework. The questionnaire used open-ended questions, allowing participants to

share their perceptions rather than rate using a numeric scale. Each question asked participants to

share their thoughts about particular aspects they experienced in the gamified, standards-based

grading system. The follow-up interviews were conducted in such a way that they also gathered

open-ended data and increased the internal validity of the data analysis.

Definitions of Terms

Specific educational terminology was used in this research study. Definitions are

provided to decrease confusion and increase understanding of the data, results, and discussions.

Describing each term provides a clear and consistent understanding of the concepts discussed in

this study.
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Gamification is defined as the use of game design elements to engage students in learning

to improve both motivation and achievement (Barber, 2021; Oliveira et al., 2022).

Mathematical engagement is defined as excitement about experiencing mathematics and

creativity that comes from curiosity about mathematical topics (Boaler, 2022).

Standards-based grading is defined as an approach to assessment and progress reporting

that emphasizes student mastery of specific learning objectives (Guskey & Brookhart, 2019;

Marzano & Heflebower, 2011).

Assumptions

Terrell (2022) described assumptions as non-verifiable things that are believed to be true

about a study. There were two major assumptions in this study. The primary assumption was that

participants responded truthfully to the data collection instruments. The second assumption was

that participants accurately remembered their past experiences.

The first critical assumption this study made was that former students answered open-

ended questions honestly and accurately (Terrell, 2022). Since this study was intentionally done

after research participants had graduated and moved to collegiate or post-secondary studies, this

study assumed that no power or authority relationship influenced responses. Chapter 3 discusses

participant recruitment (see Appendix A), confidentiality measures, and consent (see Appendix

B) in further detail. Participant identity and confidentiality in this study were protected by using

an identification number, and data were safeguarded. These protections led to the assumption

that participants answered truthfully (Terrell, 2022).

The second assumption this study made was that participants remembered their

experience with a gamified standards-based grading system and provided detailed perceptions

about their engagement with mathematics in the system. One reason this study took place after
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participants had moved into post-secondary life was so that participants had a frame of reference

to compare their experience with. This study assumed former students would recall their

experience and offer comparisons with other grading systems. The study assumptions were that

participants give honest, descriptive responses and that the data collection and interpretations

were impartially conducted and reported (Creswell & Creswell, 2020). One unavoidable

circumstance was that some research participants may not have answered truthfully or may not

have remembered their experiences and thus responded inaccurately to the data collection

instruments (Terrell, 2022).

Scope and Delimitations

Yin (2015) explained that scope is the entirety of the problem, purpose, and research

questions of a study. Yin asserted that the scope of a study should be narrow enough that the data

can be managed and reported succinctly. The scope of this study was limited to former students

from a midwestern state that experienced a gamified standards-based grading system. Data items

such as teacher observations, student performance data, and test scores were all outside the scope

of this study. Terrell (2022) argued that the scope of the research questions must be manageable.

Since the scope was limited to a small set of 15 to 25 former students, this scope was

manageable.

Terrell (2022) defined delimitations as boundaries and limitations placed on a study to

focus the data collection and center the study around the problem. Since the research design of

this study was a basic qualitative design, some delimitations about the scope of the research

exist. The boundaries for this study were delimited to only those students who experienced the

gamified, standards-based grading system in the past and chose to respond. Students who did not
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experience the system were outside the scope of this study, as were students who did not move

into post-secondary education after high school.

Research participants were former students who completed an advanced math course in

the 2021-2022 school year, then graduated and moved on to post-secondary studies. This study

took place during the calendar year 2023. Ruel (2019) suggested that the use of questionnaires

and interviews are common instruments for the collection of qualitative data and perceptions.

This study used a questionnaire administered online via Google Forms to ask open-ended

questions related to the research question (see Appendix C). Follow-up interviews were

conducted virtually on Zoom to enable the recording and transcription features of the

conferencing software (see Appendix D). These factors eliminated the need for site localization

and broke down the time and place barriers for research participants (Terrell, 2022).

Due to the delimitations of the sample size, the transferability of the results of this study

were limited to only advanced mathematics courses utilizing gamified, standards-based grading.

The results have implications for the system as former students offer their opinions about various

aspects they remember from the past. Transferring these results to other classes, like a language

arts class or even a non-advanced math class, was not in the scope of this study. With such

narrow delimitations, this study adds to the body of knowledge related to gamification and

standards-based grading, but transferability was very specific. These delimitations were made to

ensure that all research participants experienced the same system, in the same course, during the

same time period, and participants were able to offer a perspective about their engagement with

mathematics.
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Limitations

Constraints outside the control of the study are considered limitations (Terrell, 2022).

There were two main limitations of this study. First, participants only experienced the gamified

standards-based grading in their math classes and not in any other subject areas. Second,

participants experienced that math class one year in the past.

This study does not expand into other core subject areas and only applies to an advanced

mathematics course. While this does not prevent replicability, the precision with which

replication could occur was limited. Participants only experienced the gamified standards-based

grading system in a mathematics class and not across other core classes such as language arts or

social studies. These factors somewhat limit the transferability and dependability of the study or

the consistency of the results over time, as described by Billups (2021). To address issues with

dependability, this study was conducted with former students who have had time to move out of

the gamified, standards-based grading system and will offer longer-term perspectives about their

engagement with mathematics in that system and compare that with other systems.

Although the nature of the study taking place a year after students have graduated was

counted as a benefit, by allowing respondents time to reflect and experience more after their

secondary education, this time delay was also a limitation of the study. The study results were

only reliable if the respondents remembered their experiences (Terrell, 2022) and the ways they

engaged with mathematics in their secondary mathematics course. Results could have been

impacted by the duration of time passed between participant experience and their participation in

this study. This limitation is addressed in the data collection instruments by prompting

respondents about their memory regarding the gamified, standards-based grading system.
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Ruel (2019) argued that researcher bias is found in all types of qualitative research, as

researchers are often part of the phenomenon being studied. Ruel asserted that instrumentation

should be designed in such a way as to eliminate that bias and prevent leading questions. This

study reduced researcher bias by field testing the instruments with subject matter experts and

following questionnaire design strategies suggested by Billups (2021) and Ruel (2019), also

mentioned in Chapter 3.

Chapter Summary

Mathematics education faces the problem of low student engagement with and

motivation in mathematics. This study explored former students' perceptions of the impact of a

gamified, standards-based grading system on their engagement with secondary mathematics

content. The theoretical framework of this study was constructivism, which was used during the

analysis of the data collected from the participants. By studying qualitative insights into former

students' perceptions and experiences of gamification and standards-based grading strategies in a

high school setting, this study contributes to the literature gap. Chapter 2 presents a review of

relevant literature, theoretical framework, and three thematic elements that emerged related to

the research question: mathematical engagement, grading systems, and gamification strategies.
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Chapter 2: Literature Review

Students engage with mathematics in a variety of ways and for a variety of reasons

(Boaler, 2022). In most secondary schools, mathematics courses are compulsory until a student

completes a certain amount of math classes. The compulsory nature of math classes has many

impacts, including large class sizes and pressure for all students to complete with a “passing

grade” (Marzano & Heflebower, 2011). Student motivation in math decreased over the past two

decades (Miller et al., 2021).

The problem was poor student engagement with classroom activities in secondary

mathematics. The purpose of this basic qualitative study was to explore former students’

perceptions regarding the student engagement in teaching and learning activities they

experienced with secondary mathematics content in the gamified, standards-based grading

system at a rural high school in a midwestern state.

Traditional grading systems often encourage students to strive for points and heighten

their grade point average rather than seeking to learn and interact with the content (Guskey &

Brookhart, 2019). Standards-based grades attempt to remove the behaviorist underpinnings of

the points in traditional grades but accurately report what students know about the content

(Lewis, 2022). Standards-based grades have been growing in popularity since the 1990s but have

yet to be widely adopted. Many methods of translating standards-based grades to traditional

letter grades have been tried; some attempts were successful, and others failed (Guskey, 2021).

Many quantitative studies have sought to measure the efficacy of standards-based grades (Lewis,

2022; Song et al., 2022). Some studies seek to track student perceptions regarding standards-

based grades as students transition to post-secondary education (Erbes et al., 2021; Guskey et al.,

2020).
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A gap in the literature exists regarding student perceptions of secondary mathematics

engagement in a standards-based grading system and the alternative use of gamification within a

standards-based grading system (Hershberger, 2021). Gamification is frequently employed in

primary school settings to boost student engagement with content (Yaşar et al., 2020). In

secondary school, gamification of content occurs through competition-based technology tools.

These tools excel at depth-of-knowledge (DOK) level 1 activities like memorization of facts

(Pham, 2022). Literature exists about these phenomena and applications of gamification.

Gamification provides a method of motivation, while standards-based grading provides an

experiential structure for learners (Chmiel, 2021; Guskey & Brookhart, 2019). The following

sections detail the literature search strategy, the foundational theories for this study, and a

synthesis of common themes found in research related to the problem, purpose, and research

question of this study.

Literature Search Strategy

This study employed database searches through the American College of Education

Library. Initially, date or peer review did not limit search parameters. This strategy yielded large

numbers of articles. Some of the results were relevant, some irrelevant. Different keywords were

tested for this research, and filters were added to the search for peer-reviewed selections dated

within the last five years.

In the review of relevant literature, this study utilized search terms including standards-

based, mathematics, gamification, and motivation in the title and keyword fields. Combinations

of these terms helped narrow down search results to more relevant results. Combinations

included standards-based gamification, standards-based mathematics, standards-based

mathematics, gamification secondary mathematics, mathematics motivation, and standards-


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based grades motivation. Each of these search combinations provided results related to the

problem and purpose of this study.

Another source of relevant literature was the ProQuest Global Theses and Dissertations

database. Several dissertations were located similar to this one, but none posed similar research

questions. A final source of literature related to the problem and purpose was from the local

library and inter-library loan. Several recent books about grading and the impacts of grading

were borrowed, read, and analyzed, including Guskey and Brookhart’s (2019) What We Know

About Grading: What Works, What Doesn't, and What's Next and Kohn and Blum’s (2020)

Ungrading: Why Rating Students Undermines Learning (and What to Do Instead).

Theoretical Framework

The problem of poor engagement with mathematical content is grounded in theory about

how people learn (Boaler, 2022). Since the late 1800s, psychologists have sought to formalize

theory about learning. Skinner and Pavlov worked to incorporate operant conditioning and laid

the foundations for behaviorism (Pavlov, 1941; Skinner, n.d.), asserting that human behavior can

be controlled by a series of inputs (Westover et al., 2021). First proposed by Lev Vygotsky

(1978), constructivist theory juxtaposes behaviorist theory, stating that learning is an active

process and humans learn by experience (Westover et al., 2021). Constructivist theory was the

framework for this study. The grading system discussed in other sections was founded on the

constructivist theory of learning by experience, Vygotsky’s (1978) sociocultural theory, and his

Zone of Proximal Development. In this study, students reported on their learning experiences

and engagement with mathematics in a system gamified through the use of digital achievements.

Since respondents reported engagement with gamified elements, game theory and gamification

in education were part of the theoretical foundation of this study. John von Neumann first wrote
GAMIFIED STANDARDS-BASED ENGAGEMENT 26

about game theory in his 1928 article “Theory of Parlor Games,” his later partnership with Oskar

Morgenstern helped further develop game theory (Leonard, 1995). Games have been used in

learning for a long time (Barber, 2021), but recently, technology has enabled a greater degree of

gamification of curriculum and learning objectives.

Constructivism

Constructivism is the theory that people learn best by constructing new knowledge

through experience (Westover et al., 2021). While behaviorists in the early 1900s were operating

on the supposition that learning occurs through stimulus and systems of reward or punishment,

Lev Vygotsky observed how novice language learners accumulated greater vocabulary and skills

by interacting with those who had already mastered the language (Mahn, 1999; Vygotsky, 1978).

Even though some question the legitimacy of his early works (Lantolf & Xi, 2019), Lev

Vygotsky (1978) is considered the founding father of constructivism through his sociocultural

theory (Lantolf & Xi, 2019).

Vygotsky’s presupposition that people learn by experience (Mahn, 1999; Vygotsky,

1978) is fundamentally different from the stimulus input of behaviorists (Skinner, n.d.).

Vygotsky hypothesized that development and learning are social and that humans are capable of

reaching higher when supported through scaffolding (Vygotsky, 1978). Although Vygotsky did

not fully develop his ideas around scaffolding, he formulated the concept of the zone of proximal

development (Mahn, 1999). The zone of proximal development has two levels: one which a

learner can independently achieve and the presumably higher level of achievement possible with

support from experts (Mahn, 1999). The current study was framed around constructivist theory

as students reported shared experiences in their gamified standards-based math courses.

Constructivism and behaviorism juxtapose (Westover et al., 2021) in the same way that
GAMIFIED STANDARDS-BASED ENGAGEMENT 27

standards-based grades and traditional grades do. Traditional, average-based grading and its

behaviorist mechanisms must be explored to describe this juxtaposition.

In the traditionally graded class, the teacher uses points to reward or punish specific

behaviors (Cain et al., 2022). Math classrooms exhibit behaviorism by awarding points for

turning in homework, subtracting points for non-academic reasons, and giving bonus points for

various reasons (Marzano & Heflebower, 2011). The gain and loss of points is a mechanism for

altering behaviors and encouraging student compliance in tasks such as completing homework or

participating in class (Kohn & Blum, 2020). Traditional grades are a tool of behaviorism, like

standards-based grades are a tool of constructivism.

Standards-based grades report student progress and current levels of proficiency on

course objectives or standards (Guskey & Brookhart, 2019). Standards-based grades change over

time to reflect the learning process and are not permanent the way point-subtraction is in

traditional grades (Marzano & Heflebower, 2011). Reporting standards-based grades often looks

very different than the average-based report card. Instead of showing a percentage that represents

the average of all points, learners see proficiency indicators on a breakdown of the major course

objectives (Guskey & Brookhart, 2019). The focus of the standards-based class is on mastery of

learning objectives. For students, this means they spend their time focused on mastery of

objectives rather than being focused on points (Cain et al., 2022).

Constructivism was the theory that guided this study. The constructivist theory provides

the framework for observations, data collection, and interpretation. The purpose of this study was

to explore the perceptions of students about their experiences engaging with mathematics in a

gamified standards-based grading system, and constructivist learning theory was the foundation

of the study. Many students learn to “game the system” in behaviorist education models (Erbes et
GAMIFIED STANDARDS-BASED ENGAGEMENT 28

al., 2021). This study incorporated a different type of game into the system, one that students

participate in and earn different achievement levels. Since the course was partially gamified,

game theory and the subsets of gamification and game-based learning were partially applicable

to the foundation of the study.

Game Theory

This study asked for student perceptions about their experience in a gamified standards-

based graded math course. As such, the concepts of game-based learning and gamification were

partly applicable to the theoretical framework of this study. Game theory was not formalized

until the early 1900s when the theorist John von Neumann brought mathematical analyses into

the game world. In his seminal paper “Theory of Parlor Games,” von Neumann described the

mathematical theory behind a two-player zero-sum game as the first recorded work for game

theory (Leonard, 1995). One subset of game theory is gamification.

Several major game theories exist primarily related to economics (Leonard, 1995), but

gamification in education and game-based learning have been a topic of interest for decades

(Chmiel, 2021). Gamification incorporates objective-based competition into a course to merge

students’ interests, digital society, and academia (Murillo-Zamorano et al., 2021). Gamification

utilizes the elements of games and technology to motivate learners (Barber, 2021). Chmiel

(2021) asserted that through the lens of sociocultural theory, games have the potential to engage

and motivate learners in a meaningful context.

There are many definitions and applications associated with the word “gamification”

(Barber, 2021). Barber (2021) asserted that there are two categories of gamification theories: one

that focuses on behavior modification or attitude modification and one that focuses on the

mechanics of game design. This study incorporated both categories, focusing on using
GAMIFIED STANDARDS-BASED ENGAGEMENT 29

achievements to promote student engagement with and mastery of mathematics content. Barber

(2021) referenced Keller’s (1987) behavioral model as one primary influence on game design,

concluding that games incorporate attention-getting devices and build player confidence, leading

to satisfaction with the game.

Gamification moves the learner from passive learning (receiver of knowledge) to active

learning (seeker of knowledge) and increases the commitment of the learner (Murillo-Zamorano

et al., 2021). Recent research supports these factors as important concepts of game-based

learning: the combination of rich content tasks, easy-to-use gamification interface elements, and

instructors as facilitators (Barber, 2021; Murillo-Zamorano et al., 2021). Learners immersed in

gamified courses must put more effort into the process of meaning-making through gamified

achievements (Murillo-Zamorano et al., 2021). Gamification offers methods to modify the

behaviors or attitudes of participants toward the topic of the course (Chmiel, 2021).

The theory of gamification relates partially to the purpose of this study through student

perceptions. Participants of this study reported on experiences of content gamified through the

use of technology and digital achievements representing mastery levels of specific competencies.

This study fits both of Barber’s (2021) models of gamification theory, involving the mechanics

of gamification and the modification of behavior and attitudes.

Research Literature Review

A thematic review of literature relevant to the problem, purpose, and research questions

of this study reveals many themes and findings researchers have explored. Mathematics

engagement is a common problem cited by researchers studying grading reform, performance,

and standardized testing (Boaler, 2022; Guskey & Brookhart, 2019). Grading mathematics is

controversial at best, with the core of the controversy surrounding the question: “What should a
GAMIFIED STANDARDS-BASED ENGAGEMENT 30

grade communicate?” (Kohn & Blum, 2020; Marzano & Heflebower, 2011). Advocates of

traditional grading argue for behavioral factors to be incorporated into a grade, while standards-

based proponents support a purely academic communicator (Cain et al., 2022).

Gamification in secondary school offers students a framework for visualizing mastery of

learning objectives. Student motivation is altered by gamification (Groening & Binnewies,

2021). Instead of struggling against the teacher to earn points, learners struggle with the teacher’s

support to master the content. Many recent studies sought to relate standards-based grading to

standardized test scores quantitatively, but few have qualitatively explored former student

perceptions.

Mathematics Engagement

Student engagement levels with mathematics have been decreasing over the past few

decades (Cevikbas & Kaiser, 2022; Wang et al., 2020). Boaler (2022) acknowledged that fear of

mathematics is a common issue facing students in schools today, explaining that students face

challenges with mathematics in areas of self-doubt, test anxiety, fear of failure, and fixed

mindsets. Teachers suffer many of the same challenges but add preconceived notions about how

math should be taught and varying degrees of belief in the importance of math.

Mathematics is no new subject, but debate exists about the importance of mathematics,

with some opponents arguing that courses past the geometry level are irrelevant for most of

society (Boaler, 2022). Framing of student opinions about mathematics begins in primary school

when the mathematical mindsets of primary school teachers shape the experiences, perceptions,

and attitudes of students (Jeong & González-Gómez, 2022). This study focused on secondary

education and the problem of poor mathematical engagement, but factors outside of this study
GAMIFIED STANDARDS-BASED ENGAGEMENT 31

may indicate larger issues. In literature relevant to the purpose of this study, perceptions of

teachers are frequently measured, but perceptions of the student participants are less measured.

Teacher Perceptions

Wang et al. (2020) argued that secondary mathematics classrooms tend to drift toward a

teacher-centered class structure. The teacher-centered approach is lecture-based, where students

become passive learners instead of active participants. This traditional approach to teaching

mathematics leads to disengagement and poor retention of learning outcomes (Jeong &

González-Gómez, 2022).

Some secondary teachers are pushing toward a flipped classroom model of instruction to

increase student engagement with mathematics (Cevikbas & Kaiser, 2022; Jeong & González-

Gómez, 2022). In the flipped model, the locations of the main activities in the classroom are

reversed: content accumulation happens outside the class, while practice happens in the class.

The primary benefit of the flipped classroom is direct access to peers and the instructor during

practice time, along with the ability to self-pace instruction. The flipped classroom solves a

platonic problem of access to scaffolding from the content expert but does not solve the

underlying problem of motivation to engage. Students in a flipped classroom with total-points

average grades engage with content to earn points rather than to learn the material (Guskey &

Brookhart, 2019).

Teacher perceptions of student motivation are based on individual mindsets. Boaler

(2022) argued that teachers with fixed mindsets believe some students can learn mathematics and

others cannot. Among teachers, fixed mindsets lead to the belief that there is one “right” method

of approaching mathematical problems and one “right” method of instruction. Growth mindset

teachers believe in the capability of all students to learn and in multiple avenues through which
GAMIFIED STANDARDS-BASED ENGAGEMENT 32

students can make meaning (Boaler, 2022). Fixed mindset teachers believe students are

motivated through behavior modification tools (Boaler, 2022), such as bonus point rewards and

grade subtraction punishments for negative behaviors like incomplete homework (Guskey et al.,

2020).

In a study regarding educator perceptions of student engagement with content in a flipped

classroom, Alebrahim and Ku (2020) reported that most students were disengaged in traditional

lecture-based classes. This study found that the flipped classroom model increased student

engagement with each other, the instructor, and the content. Cevikbas and Kaiser (2022) echoed

similar observations about increased engagement when utilizing a flipped classroom

intervention. Student attendance and participation also increased (Cevikbas & Kaiser, 2022).

Aside from reporting teacher perceptions about student engagement, literature also reveals

student perceptions about engagement with content.

Student Perceptions

Students perceive engagement with mathematics and coursework differently than

teachers. Cevikbas and Kaiser (2022) discussed student comments about engagement with

mathematics in terms of grades and test scores. Students commented about the results of the

flipped classroom intervention, leading to increased test scores. In the same study, students

discuss enjoying the move away from a traditional passive-learning model into the active-

learning approach of the flipped classroom.

In the undergrad study of student engagement, Alebrahim and Ku (2020) found that

students report engaging more with in-class activities rather than lectures. Students tended to

engage more with the professor and peers when the learning activities, videos, and readings were

assigned independently and in-class time was dedicated to completing tasks. Students reported
GAMIFIED STANDARDS-BASED ENGAGEMENT 33

feeling more comfortable asking questions when they had already engaged with the course

instructor (Alebrahim & Ku, 2020).

Boaler (2022) discussed problems with self-perception related to mathematics content.

Some students believe they have a math deficiency because of an event or topic in mathematics

that was marked low for them. Confusion in mathematics can lead to self-doubt and a belief that

certain mathematical topics cannot be learned. Boaler (2022) argued that this self-perception is

both false and antithetical to the learner’s growth. Brain activity is elastic, and neural pathways

can expand for any learner without a severe disability (Boaler, 2022).

Student perceptions of mathematics and engagement can be directly shaped by teacher

attitudes toward math (Smith et al., 2022). When teachers exhibit negative attitudes about

mathematics, students are more prone to adopt those attitudes and engage less with the content.

Self-belief is an important aspect of the growth mindset and an indicator of future success

(Boaler, 2022; Jeong & González-Gómez, 2022).

In their study of student perceptions of mathematics, Smith et al. (2022) found that

teacher credential levels did not significantly impact student attitudes toward mathematics. The

researchers suggested that student attitudes may not show malleability related to credentials in

the timespan of a year they studied the high school seniors in advanced math. Smith et al.

asserted that the sample of students from the advanced math classes varies from other samples

where credentials matter more. Another assertion by this study is that teacher experience levels

also have no significant impact on student attitudes. Smith et al. (2022) argued that this

contradicts some studies related to student attitude indicators and suggested that may be due to

the uniqueness of advanced mathematics content.


GAMIFIED STANDARDS-BASED ENGAGEMENT 34

Grading Mathematics

The percentage grade, as known today, developed in response to the need for rapid

student progress reporting (Guskey & Brookhart, 2019). In the United States, compulsory high

school education dramatically increased the number of students in the education system, thereby

creating a need for more formalized and efficient assessment and reporting modalities. Early

researchers questioned the validity of the percentage-based grade by asking geometry teachers to

grade the same student test (Guskey & Brookhart, 2019). Researchers found large deviations in

test scoring, ranging from 28 percent to 95 percent. Even though the legitimacy of the

percentage-based grade has been questioned for over a century, the practice of summarizing

grades with a single number or letter is still widely used today.

Two modes of grading were compared in this study. The percentage-based (traditional)

grade was juxtaposed with standards-based grading. Proponents of standards-based grades argue

that performance and progress indicators of student learning should be directly based on specific

learning objectives or standards (Guskey & Brookhart, 2019; Marzano & Heflebower, 2011;

Wilcox & Townsley, 2022). A discussion of traditional and standards-based grading and a

synthesis of relevant literature follows.

Traditional Grading

The percentage grade (traditional grade) is calculated based on an average (Erbes et al.,

2021; Guskey & Brookhart, 2019; Kohn & Blum, 2020). A student’s final grade is determined

by how many points the student has lost during the semester, subtracted from the total points

possible, and then divided by the total points possible to create a percentage (Cain et al., 2022).

Many variations of the letter grade scale occur. Still, common ones include an “A” for scores in

the 90% to 100% range, a “B” for averages between 80% and 90%, a “C” for averages between
GAMIFIED STANDARDS-BASED ENGAGEMENT 35

70% and 80%, a “D” for averages between 60% and 70%, and an “F” for averages lower than

60%. Scales like this are typical, but summarizations of student progress based on this scale are

subjective (Cain et al., 2022).

Marzano and Heflebower (2011) argued that grades should reflect a student’s knowledge.

In their discussion of traditional grades, Marzano and Heflebower (2011) distinguished

percentage-based grades as an “omnibus grade,” incorporating academic and non-academic

factors. Average-based grades frequently incorporate behavioral components such as credit

scores for homework, participation points, and other non-academic factors (Guskey & Brookhart,

2019). Proponents of traditional grades argue that traditional grades reflect real life by reflecting

the consequences of poor choices (Cain et al., 2022; Wilcox & Townsley, 2022).

In the traditional-based grading system, poor behavior practices, such as turning in

homework late or failing to turn in homework at all, result in a subtraction of points from the

total (Wilcox & Townsley, 2022). Extra credit points add back to the numerator but do not alter

the denominator, thereby inflating the percentage when calculating the average grade. In their

discussion about grading, Wilcox and Townsley (2022) asserted that real-life comparisons of

behavior are a primary reason for teachers to advocate against a switch to standards-based

grades.

A second reason proponents argue for traditional grades is the belief that the percentage-

based grading system promotes rigor in the coursework (Wilcox & Townsley, 2022). According

to their discussion, rigor can have multiple definitions. In the case of traditional grading, Wilcox

and Townsley (2022) argued that rigor is defined as remembering as many facts as possible the

first time they are presented. When held by educators, this definition leads to a belief that
GAMIFIED STANDARDS-BASED ENGAGEMENT 36

standards-based grades will decrease rigor, but traditional-based grades uphold rigor (Wilcox &

Townsley, 2022).

Townsley and Buckmiller (2020) discussed collegiate acceptance and transfer from

secondary school as another reason proponents favor the percentage-based grade. Colleges

accept and are familiar with the 4.0 grade-point-average scale associated with the A, B, C, D,

and F letter grades prominent in secondary school, and percentage-based grades provide an easy

way of making that transfer. Parents are also accustomed to the accumulation of points in a grade

book (Townsley & Buckmiller, 2020). In their discussion, Townsley and Buckmiller (2020)

asserted that older generations of teachers with lots of sweat equity in their grading systems

defended traditional grading practices with more veracity.

In their study of 13 students beginning a private college, Guskey et al. (2020) reported

that two students appeared to support the mechanics of traditional-based grades due to college

classes not allowing retakes and requiring homework to be submitted for points. The students

believed non-traditional grading practices had led to an unpreparedness for traditionally graded

college classes. Lewis (2022) confirmed that many higher-education institutions are slow to

embrace any grading system outside of average-based grades. In a discussion of traditional-based

grades, Cain et al. (2022) argued that traditional grading systems allow instructors to use points

and grades as motivation systems for behavior modification. Points can be used to motivate

students to attend class, participate in class activities, or engage in other class-related behaviors

(Cain et al., 2022; Guskey & Brookhart, 2019; Marzano & Heflebower, 2011). Instructors

utilizing these behavior modifiers may resist any change that removes the incentives for students

(Guskey, 2020).
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In a recent journal article about professional development and effective growth strategies

in education, Guskey (2020) argued that changing the attitudes and beliefs of educators is often

very difficult. When presented with evidence or ideas that challenge long-held beliefs, educators

feel attacked and tend to marginalize the new information rather than receive new information

constructively (Guskey, 2020). Proponents of traditional grading believe they are doing the right

thing for students, and challenges to that idea are perceived as attacks.

In a study of 13 Tennessee schools piloting competency-based education, Harrington et

al. (2019) found professional development efforts to alter teachers’ classroom behaviors and

practices to be unproductive. Traditional percentage-based grades are a deeply entrenched part of

the educational system in the United States (Cain et al., 2022; Guskey & Brookhart, 2019).

Despite the entrenched traditional grading systems, standards-based grades are becoming more

adopted in secondary institutions (Lewis, 2022). Standards-based grades offer an alternative to

traditional percentage-based grades.

Standards-Based Grading

Standards-based grades report student mastery levels regarding specific learning targets

or standards (Guskey & Brookhart, 2019; Marzano & Heflebower, 2011). Standards-based

grades juxtapose traditional grades by removing the subtraction of points and the averaging of

scores to calculate a percentage. Wilcox and Townsley (2022) discussed three key components

of standards-based grading: the grade book reports learning goals instead of accumulated points

for various tasks, assessments provide multiple opportunities for students to demonstrate their

learning, homework and formative assessments become ungraded and are considered as practice.

Standards-based grades lead to a major change in the role of the classroom teacher. Kohn

and Blum (2020) argued that traditional grading pits the teacher against the student as the arbiter
GAMIFIED STANDARDS-BASED ENGAGEMENT 38

of points and judge of point losses. In moving away from traditional grading and toward

standards-based grading, teachers shift their role from judge to guide (Cain et al., 2022). The role

of the teacher is to work with the students to learn, demonstrate, and report mastery of standards

(Townsley & Buckmiller, 2020). Harrington et al. (2019) discussed the role change of teachers in

a mastery-based system, describing the classrooms as student-centric instead of teacher-centered.

Opponents of standards-based grading point out that standards-based grades do not model

real-life measures of performance. Wilcox and Townsley (2022) addressed these objections with

the counter-argument that real-life performance indicators do not normally interweave

competency and behavior measures into a single report. Academic measures do not mix with

non-academic measures like participation scores and extra credit in a standards-based grading

system (Guskey & Brookhart, 2019).

In a study tracking the impacts of standards-based grades on students transitioning to

college, Guskey et al. (2020) addressed the major concerns of parents and educators. Their

mixed-method case study followed 13 students who met the minimum of two properties of

standards-based grading as they transitioned to college. Researchers created profiles of the high

schools that these students transitioned from to rate their fidelity to standards-based grading and

asked respondents about their transition to college. Their findings indicated that standards-based

grades are not detrimental to the learning or procedures of collegiate education (Guskey et al.,

2020). In their discussion of findings, respondents cited difficulties in transitioning to college

with things unrelated to standards-based grading.

In the same study, Guskey et al. (2020) argued that fidelity to implementing standards-

based grading is low in high schools and cited the student’s ratings as evidence for sporadic

implementation of the principles of standards-based grades. Standards-based grading is still in its


GAMIFIED STANDARDS-BASED ENGAGEMENT 39

infancy in secondary education, with only partial fidelity (Guskey et al., 2020; Lewis, 2022).

Academically, the participants in the study were performing at or above the average performance

of collegiate peers who were not immersed in standards-based grading systems.

Guskey et al. (2020) also addressed collegiate admissions, stating that college admission

is frequently based on more factors than grades alone. College admission officers recognize that

grades are frequently made up of non-academic factors and are unreliable as a predictor of

student aptitude. The researchers suggested that standards-based grading report cards separating

non-cognitive factors from academic achievement grades provided collegiate admissions

officials with more meaningful information about a student’s aptitude (Guskey et al., 2020).

In a quantitative study of collegiate-level mathematics, Lewis (2022) sought to determine

if standards-based grades impacted math test anxiety. The sample was a set of 74 students who

completed questionnaires across two semesters about using standards-based grades in their

collegiate math courses. Lewis (2022) found that standards-based grades significantly reduce

math test anxiety by an effect size of r=0.27. In his discussion, Lewis (2022) warned that his

findings are indicators for mathematics courses but suggested further research for other content

areas.

Harney et al. (2022) researched standards-based grading from the music instructor’s

perspective. There were 306 instructors surveyed for the mixed method study about the impact of

standards-based grading on daily instruction. Music instructors view standards-based grading

differently than math instructors, with most reporting that they do not base daily instruction on

learning standards (Harney et al., 2022). Respondents for this survey indicated that their

standards were constructed so that these types of competencies were developed over time,
GAMIFIED STANDARDS-BASED ENGAGEMENT 40

naturally, by best practices of music instruction. Music objectives are performance-based

(Harney et al., 2022), while math objectives are knowledge and skill-based (Lewis, 2022).

A shift away from average-based grades is advocated by many scholars (Cain et al.,

2022; Kohn & Blum, 2020). Guskey and Brookhart (2019) dedicated two chapters of their book

to education leaders on the best ways to transition to standards-based grades in schools. School

leaders must begin by raising awareness of the true purpose of a grade: communicating student

learning progress (Guskey, 2020; Townsley & Buckmiller, 2020). Part of the purpose of the

current study was to gather former students’ perceptions regarding standards-based grades, but

that experience was also gamified.

Gamifying Mathematics

Game theory partially aligns with the purpose of this study. Students described elements

of game theory as they discussed their perceptions of a gamified standards-based grading system

in secondary mathematics. Education has incorporated games into learning experiences for a

long time, with learners developing skills such as color recognition, teamwork, and many other

skills (Barber, 2021). A discussion of the history of game theory precludes the ideas of

gamification in education.

In the early 1900s, John von Neumann studied a two-player zero-sum game in which the

winner must necessarily take from the loser (Leonard, 1995). John von Neuman wrote about his

observations and theory in a 1920s article about this “parlor game” (Leonard, 1995). This early

work became the spark for the field of game theory, which Neumann dove much further into as

he studied games related to economics. John von Neuman partnered alongside Oskar

Morgenstern to shape the first literature about game theory in 1944 (Leonard, 1995; Schmidt,

2002). Schmidt (2002) called game theory an umbrella theory under which many fields fall.
GAMIFIED STANDARDS-BASED ENGAGEMENT 41

Gamification in education is one field where students will report experiences in the current

study.

Gamification closely aligns with mathematics instruction and coursework (Zeybek &

Saygı, 2021). Several core elements comprise gamification: objectives, struggle to meet the

objectives, rewards, feedback, revision, and motivation (Barber, 2021). With these core

elements, gamification is a good fit for mastery-based mathematical instruction (Zeybek &

Saygı, 2021). Instructional designers incorporating elements of gamification into a course can

utilize all of these components or may only incorporate one, but must build the designs into the

structure of the course, choosing appropriate gamification elements to fit the needs of the target

audience and content objectives (Zeybek & Saygı, 2021).

Instructional designers should follow an iterative approach, first analyzing the needs of

the target learners and designing gamification components to fit their needs (Yamani, 2021).

Mathematics learning standards are goal-oriented and easily fit Yamani’s (2021) definition of

goal-based gamification. Yamani (2021) proposed tracking student progress using the learning

platform and offering rewards such as digital badges for achievements and progress toward the

course goals. Badges should be easily accessible and intuitive for students to understand as they

progress through the goals and objectives (Kübra & Selay, 2022). If instructional designers over-

complicate the layout of the badging and rewards system, Kübra and Selay (2022) argued that

the meaning and utility of the badges are lost.

Park and Kim (2021) conducted a quantitative study on the impacts gamification had on

student learning for a science course using a gamification platform. The researchers found that

gamification benefitted students in several key ways. Gamification positively affects motivation,

self-efficacy, self-determination, grade motivation, and several other key factors (Park & Kim,
GAMIFIED STANDARDS-BASED ENGAGEMENT 42

2021). In this study, 55 middle-grade students participated in online gamified science courses.

Park and Kim (2021) discussed the limitations of this study as pertaining to a specific tool

designed for specific content and was limited in the grade levels of participants. Despite these

limitations, the researchers called for more gamification of education at every level of

instruction.

Student Motivation

As previously noted, poor student motivation levels and poor engagement in mathematics

was the problem this study sought to address (Cevikbas & Kaiser, 2022; Wang et al., 2020).

Yamani (2021) asserted that gamified content motivates students, particularly in subjects where

motivational problems are already well-known. Gamification of the content has the potential to

impact student motivation in mathematics by creating an experience that Yamani (2021) argued

is “enjoyable.”

Competition and rewards are some of the key elements of gamification that create

enjoyable learning experiences (Yamani, 2021). In his study of instructional design models

incorporating gamification concepts, Yamani (2021) noted the following game-specific elements

employed to boost motivation: points, levels, challenges, honor (rank) lists, virtual goods (or

tokens), and feedback. Goal-based activities, reward mechanisms, and progress tracking are the

cornerstones of gamification that instructional designers should use to improve course

motivation.

In a systemic literature analysis, Kübra and Selay (2022) found that the competition

element of gamification was of concern to some students. Some students do not wish to compete

publicly in their learning activities (Kübra & Selay, 2022). This point contradicts Yamani’s
GAMIFIED STANDARDS-BASED ENGAGEMENT 43

(2021) assertion that honor lists improve student motivation. Instead of leaderboards, Kübra and

Selay (2022) suggested using progress bars, dashboards, and badges.

Kübra and Selay (2022) also discussed findings suggesting that some learners need

increasingly difficult tasks and should be rewarded for higher-level performance. This

gamification concept draws theoretical foundations from Vygotsky’s (1978) zone of proximal

development. As students master objectives, they should be presented with the next higher-order

difficulty task to keep building their knowledge (Kübra & Selay, 2022). These ideas fit well with

the scaffolded approach of learning mathematics, in which concepts build upon each other and

tie together to form subsequent mathematical concepts (Boaler, 2022). Most students are not

motivated purely by the mathematical concepts they are learning (Wang et al., 2020), but they

may be motivated by the gamification of the system (Yamani, 2021).

A recent study by Groening and Binnewies (2021) established a statistically significant

correlation between the number of gamified elements and learner motivation. Researchers

subjected participants N=130 to differing levels of gamified content and measured both time-on-

task and self-reported motivation levels for each course. At some points, Groening and

Binnewies (2021) removed gamified elements to test for changes in motivation. Their results

showed a clear correlation between the amount of gamification and motivation but did not show

a correlation between the amount of gamification and performance (Groening & Binnewies,

2021).

In a 2022 synthesis of the literature, Navarro-Espinosa et al. (2022) argued that

gamification is a path for higher education institutions to improve the motivation of learners. The

researchers noted that since the pandemic in 2020, research articles related to gamification had

declined in frequency, while other areas related to emergency teaching had increased. Navarro-
GAMIFIED STANDARDS-BASED ENGAGEMENT 44

Espinosa et al. (2022) claimed that the gamification of education still requires much research

before it grows into a well-established field. This study contributes to the gap in the literature

about student perceptions of gamification in education.

Student Perceptions in Related Research

Since 2011, many studies, dissertations, and research articles have been written

measuring student performance (Belton, 2022; Bromley, 2019; Reeves, 2021). Indeed, student

performance indicators are one definition of the success of an intervention, but performance is

not the only measure of success in education (Milman & Wessmiller, 2020). Keller (1987)

proposed a course design model focused on gathering student attention, establishing relevance,

building confidence, and ensuring satisfaction. This model emphasized the importance of non-

performance-related measures of success – a student’s satisfaction and confidence levels in their

learning experience are important alongside their performance on tests (Milman & Wessmiller,

2020).

A search for “standards-based grades” in ProQuest Dissertations and Theses from 2020

or later returns over 1600 results. Of the top 40 dissertations (sorted by relevance), 23 were based

on educator perceptions of standards-based grading. Thirteen attempted to establish a correlation

between some performance measures and standards-based grading models. Two results were

unrelated to standards-based grading, and two reported student perceptions. In one of the

dissertations about student perceptions, the sample size was only seven, although the study was

mixed-method in nature (Hershberger, 2021).

Facca et al. (2020) explored the literature on research on minors. Research subjects

classified as minors become extremely sensitive (Facca et al., 2020). Informed consent practices

must also include parental information and consent. Facca et al. (2020) also asserted that digital
GAMIFIED STANDARDS-BASED ENGAGEMENT 45

presence online makes data safeguards and identity protection increasingly more urgent,

especially data collected from minor research participants. The sensitivity of minor research may

be why most researchers measure adult stakeholders’ perceptions or instead choose quantitative

data to search for correlations regarding performance. The current study will gather perceptions

of students who have transitioned to collegiate studies and are no longer classified as minors.

Related Dissertations and Studies about Standards-Based Grades

Teachers’ beliefs and opinions about standards-based grading are well documented in

current dissertations and research studies (West, 2022). Guskey (2020) argued that teachers’

mindsets are based on their experiences and beliefs. The mindsets teachers have can help frame

their opinions of grading styles different from their own and grading reform initiatives. Grading

reform initiatives can fail if communication about the purpose of the reform is poor or unclear

(Guskey, 2021). A small sampling of the numerous works about educator perceptions follows.

The abundance of literature regarding teacher perceptions of standards-based grades

reveals conflicting results (Huey et al., 2022; West, 2022). Some educators believe that

standards-based grading is detrimental to student learning and are opposed to grading reform

(Guskey, 2021; Huey et al., 2022). Other educators believe that standards-based grading is a

better communicator of student competence (Guskey & Brookhart, 2019; Huey et al., 2022;

West, 2022). There is no clear consensus among research studies showing educator beliefs tend

in a certain direction, but researchers have a consensus that educator beliefs are certain to

conflict (Townsley & Buckmiller, 2020). One well-researched area of standards-based grading is

educator perceptions, and the second is the quantitative relationship between standards-based

initiatives and performance indicators.


GAMIFIED STANDARDS-BASED ENGAGEMENT 46

A review of the quantitative dissertations from ProQuest Dissertations and Theses

revealed studies in which researchers analyzed datasets from available standards-based grades

and sought to research correlations with some performance assessment, usually a standardized

test (Belton, 2022; Reeves, 2021). Results from these have been non-conclusive (Hershberger,

2021), with most authors usually pointing to extenuating circumstances when results do not show

a statistically significant result. Indeed, Guskey et al. (2020) discussed the lack of fidelity to

implementation as a major reason student performance metrics are unreliable indicators for the

efficacy of standards-based grading. Researchers call for further research to clarify their results,

confirm their results, or point out limitations in their studies (Belton, 2022; Reeves, 2021).

Reeves (2021) even cautioned researchers against using “reductive” hypothesis testing when

studying the complexities of human learning. Research exists for the two related areas of teacher

perceptions and student performance, but a gap exists in student perceptions.

The two dissertations in the top 40 results from ProQuest Dissertations and Theses were

secondary studies, one in an English class (Hershberger, 2021) and another in biology class

(Barry, 2022). No student perceptions about standards-based grading results were found in any

databases, including ProQuest Dissertations and Theses. The current study contributes to the gap

in the literature about student perceptions of engagement in a secondary mathematics course

using a gamified standards-based grading system.

Chapter Summary

Further research is needed on student perceptions of mathematical engagement in a

standards-based grading system (Hershberger, 2021). The theoretical framework of this study

was constructivism. Constructivism is the belief that learning happens through experience and

interaction with experts (Mahn, 1999). Vygotsky (1978) was the founding father of
GAMIFIED STANDARDS-BASED ENGAGEMENT 47

constructivism, with his early work studying how children learned to speak language through

experience by interacting with adults. Game theory was the second theory supporting this study.

Gamification is when elements of games are applied to non-gaming applications (Barber, 2021).

Students will discuss their experiences in gamified mathematics courses in this study. Details of

the gamification are described in detail in Chapter 3. A review of current literature about

constructivism, game theory, mathematical engagement, standards-based grades, and

gamification was conducted in preparation for this study. A review of relevant literature revealed

several overarching themes and implications.

The first theme relevant to this study was mathematical engagement. Boaler (2022)

asserted that students engage with mathematics differently with varying motivations. Secondary

math teachers tend to rely heavily on passive learning methods of lectures and note-taking

(Wang et al., 2020). Those pedagogical methods move teacher-centered classrooms well into the

realm of behaviorism through stimuli and conditioned responses (Westover et al., 2021). In a

constructivist classroom, learners must interact with others, including peers and the instructor, to

construct meaning socially (Westover et al., 2021).

Grades are the second theme discovered in the search for relevant literature. Grades serve

the primary function of reporting student progress in learning but have become inundated with

other non-academic measures (Marzano & Heflebower, 2011). Some educators have spent

considerable amounts of time building and refining traditional average-based grading systems

(Townsley & Buckmiller, 2020). Average-based grades are often used as behavior-modification

tools by rewarding or punishing students for compliance with behavioral expectations (Kohn &

Blum, 2020). This study asked students to discuss their perceptions in a gamified standards-

based grading system, moving from a behaviorist to a constructivist model of classroom


GAMIFIED STANDARDS-BASED ENGAGEMENT 48

pedagogy. Standards-based grades offer feedback on student progress regarding specific learning

goals called standards (Guskey & Brookhart, 2019).

The third theme from recent literature is gamification in education. Gamification

elements improve learner motivation and engagement levels in academic courses (Groening &

Binnewies, 2021). Zeybek and Saygı (2021) asserted that instructional designers would improve

engagement levels by applying gamification elements to courses. Literature suggests that using

gamification elements in a non-game setting, such as academics, motivates learners to engage

with the content and increases the learner’s satisfaction with the experience. This study asked

participants to discuss the gamification elements they experienced during mathematics courses in

high school, adding to the body of literature about gamification in education and game-based

learning.

A qualitative methodology was used to gather former students’ perceptions in accordance

with Creswell and Creswell (2020). This study synthesized opinions and themes related to the

thoughts of students about their experiences. The methodology of this qualitative study is

discussed in-depth in the next chapter.


GAMIFIED STANDARDS-BASED ENGAGEMENT 49

Chapter 3: Methodology

The purpose of this basic qualitative study was to explore former students’ perceptions

regarding the student engagement in teaching and learning activities they experienced with

secondary mathematics content in the gamified, standards-based grading system at a rural high

school in a midwestern state. Traditionally, mathematics grades have been calculated as an

average of the points earned from various assignments, quizzes, projects, and tests. This

approach incorporates deductions due to non-academic issues, which can be demotivating to

students (Marzano & Heflebower, 2011). Additionally, some teachers weaponize grades as a

threat to coerce students into participation or compliance (Kohn & Blum, 2020). Standards-based

grades and gamification are alternative strategies that challenge the status quo and power

structure in the classroom. These strategies formed the background of this study, along with

research participants who were former students who experienced this non-traditional system of

grade reporting. These former students experienced a gamified system that reported progress on

specific learning objectives and have since graduated, moved into post-secondary activities, and

comprised the proposed sample of this study. By gathering their perceptions, this study sought to

understand how they experienced mathematical engagement in a gamified, standards-based

grading system.

Constructivist learning theory was the theoretical framework underpinning this study

(Merriam & Tisdell, 2015). The problem was poor student engagement with classroom activities

in secondary mathematics. Many have recently studied the quantitative effects of gamification

and standards-based grading on student achievement. The purpose of this basic qualitative study

was to explore former students’ perceptions regarding the student engagement in teaching and
GAMIFIED STANDARDS-BASED ENGAGEMENT 50

learning activities they experienced with secondary mathematics content in the gamified,

standards-based grading system at a rural high school in a midwestern state.

With the specified problem and purpose of this study, there was only one research

question: What are former students’ perceptions about engagement with secondary mathematics

content in a gamified standards-based grading system at a rural school in a midwestern state?

A qualitative methodology was chosen to explore this research question. Qualitative

methodology gathers the thoughts, perceptions, and experiences of participants (Creswell &

Creswell, 2020). In contrast with qualitative research, quantitative studies gather numeric data

and seek to establish correlations between variables. A basic qualitative research design was

selected to study perceptions rather than determine a correlation between variables.

To fully understand this study, the role of the researcher is identified, research procedures

explored, and discussions of the population and sample, instrumentation, and data collection will

follow. Data analysis occurred after the data collection and was defined to ensure reliability and

validity. Throughout this study, the ethical considerations of the research participants were

upheld as described.

Research Methodology, Design, and Rationale

Many recent studies sought to establish quantitative relationships involving

implementations of standards-based grading. This study gathered qualitative data – perceptions

of former students about their experiences in a gamified, standards-based grading system.

Participants have since graduated, moved on with their lives, and offered unique perspectives on

the long-term impacts of the standards-based grading system. Rather than follow quantitative

data comparison by examining student scores on standardized tests, this study reported the

thoughts and ideas of participants.


GAMIFIED STANDARDS-BASED ENGAGEMENT 51

Methodology

Qualitative methodology was chosen for this study to report on non-quantifiable elements

such as satisfaction and opinions of former students (Merriam & Tisdell, 2015). Researchers

gather data by using qualitative instruments, including interviews, questionnaires, and focus

groups, to provide insight into participants’ thoughts, feelings, and meanings (Creswell &

Creswell, 2020). Textual, non-numeric data was particularly relevant to this study, striving to

understand complex phenomena (Merriam & Tisdell, 2015; Percy et al., 2015), such as the

motivation problem in secondary mathematics.

Quantitative methodology, which collects and analyzes quantifiable numeric data

(Creswell & Creswell, 2020), was not the best choice for this study measuring former student

perceptions (Percy et al., 2015). Perceptions are subjective and vary widely from person to

person. While it is possible to collect numeric data about standards-based grading systems like

student achievement levels and test scores, these data do not capture a picture of the complex and

nuanced ways students may perceive their experience in the gamified standards-based grading

system. High-performing students may not always hold a positive view of their experience, and

low-performing students may not always hold a negative view. To explore student perceptions

about their experience in this gamified standards-based grading system, qualitative methodology

and instrumentation best captured subjective student experiences (Merriam & Tisdell, 2015) and

explored their thoughts about the problem and purpose of this study.

Research Design

Qualitative research explores participants’ thoughts and opinions related to the problem

of the study (Creswell & Poth, 2018; Terrell, 2022). In the context of this study, the basic

qualitative research design allowed for the collection of intricate subjective data from
GAMIFIED STANDARDS-BASED ENGAGEMENT 52

participants to investigate former student motivation inside a gamified standards-based grading

system. Creswell and Poth (2018) asserted that qualitative research often uses multiple modes of

data collection to report descriptions and themes. Constructivism often provides the

underpinnings of a basic qualitative research study as researchers seek to understand the meaning

of a phenomenon from people who have experienced the phenomenon (Merriam & Tisdell,

2015; Percy et al., 2015). Two basic qualitative research design challenges are reducing

researcher bias and eliminating power dynamics between the researcher and participants.

To efficiently gather the necessary data for this study, a basic qualitative research design

was chosen. A basic qualitative design allows for a more streamlined data collection and analysis

process, which was necessary given the resource constraints of the study (Merriam & Tisdell,

2015). This approach was less in-depth than a case-study design, which would require

significantly more time, resources, and intensive data collection (Percy et al., 2015). Hence, the

basic qualitative research design was the best option for this research study.

Ethnography was a second research design that would be well-suited to answer research

questions similar to the ones this study posed (Terrell, 2022). As described by Creswell and Poth

(2018), ethnography studies a shared culture by a larger group of individuals over time by

immersing the researcher in the culture. Ethnography was not the best choice for this study

because observations would need to be made about the culture over an extended period (Terrell,

2022), and the primary form of data collection is observation (Creswell & Poth, 2018). This

study did not include current students in a gamified standards-based system but gathered

perceptions of former students about their past experiences. For this reason and the specific

constraints, basic qualitative research was the best design to explore data related to the research

question guiding this study. Other qualitative methodologies were not chosen due to the nature of
GAMIFIED STANDARDS-BASED ENGAGEMENT 53

the research question taking place after the participants had already experienced the gamified,

standards-based grading system.

Role of the Researcher

In qualitative research, the role of the researcher is to immerse inside the study and is

considered a data collection agent for the study (Terrell, 2022). The term emic perspective (as an

insider) applies to qualitative research since the role of the researcher varies from quantitative

studies (Terrell, 2022). This study was meant to capture students’ perspectives about a

phenomenon they experienced in advanced mathematics class during their senior year of high

school and was conducted by the teacher who facilitated that class.

My current position is a mathematics teacher and academy leader at a public school in a

midwestern state. I have taught mathematics for 12 years and have implemented gamified,

standards-based grading in the design of advanced mathematics courses. For this study, I was the

former instructor of the research participants. Researcher and participant biases were minimized

due to the passage of time. Participants had graduated, and the researcher no longer had any

power structure or authority over the participants. The researcher had only maintained contact

with one of the participants in a non-research-related venue. The questionnaire questions were

written as open-ended, encouraging non-biased responses from participants to reduce the biases

of the researcher. The questions asked for perceptions about engagement with mathematics in

both traditionally graded mathematics classes and gamified, standards-based graded mathematics

classes (See Appendix C). The data and coding process was verified through member checking

to ensure no responses were misrepresented by the researcher.


GAMIFIED STANDARDS-BASED ENGAGEMENT 54

Research Procedures

The research used an open-ended questionnaire and follow-up interviews (Billups, 2021).

Confidentiality was established using a numeric identification (ID) number for each participant

to protect their identity. Responses were coded using qualitative data coding software and

triangulated by multiple data collection forms. Participants submitted an online questionnaire and

participated in a voluntary response follow-up interview, in which textual data was generated

(Billups, 2021). The following sections detail the instrumentation, data collection, and

procedures related to conducting research.

Population and Sample Selection

The population of the study included former students enrolled in senior advanced

mathematics at a midwestern state in the United States. The population size varies from year to

year, but for the 2021-2022 school year, the population was 46 students. This study was designed

to explore the perceptions of students who experienced a particular course design in the past, so a

purposive sampling method was chosen to ensure that participants were alumni who completed

the advanced mathematics course. Purposive sampling is often used in basic qualitative research

designs to understand perceptions of a particular phenomenon (Merriam & Tisdell, 2015).

For this study, participants were 34 students who had a gamified, standards-based math

class while in high school. They have since graduated and enrolled in a higher education

institution. Before leaving, the students provided the instructor with an email address.

Participants were recruited using these email addresses.

The sample consisted of 15-25 graduates who completed the advanced mathematics class

with plans to continue their post-secondary education at various institutions. The recruitment

process accommodated additional participants through snowball sampling. Participants were


GAMIFIED STANDARDS-BASED ENGAGEMENT 55

recruited via email (see Appendix A) and received informed consent forms to complete and

return through DocuSign (see Appendix B), explaining the voluntary nature of the research and

confidentiality measures taken to ensure compliance with ethical human subject research

guidelines. After consenting to participate in the research, the participants received an online

questionnaire and an invitation to a virtual follow-up interview. The first questions on the

questionnaire were profile questions asking participants their names and presenting participants

with reminders about the nature of the content they experienced in the gamified, standards-based

graded math course.

If less than 15 participants volunteered for the survey, snowball sampling was to be

employed to recruit other participants who experienced the same gamified, standards-based

grading in their high school math class. This method was chosen so that participants could help

identify contact information of other potential participants that they personally knew and had the

potential to increase the pool of participants to 73. The process for this included one question at

the end of the questionnaire asking participants to identify the names and contact information of

people who also experienced the gamified, standards-based grading system. These participants

would have been recruited using the recruitment email (see Appendix A).

Questionnaire

Billups (2021) stated that open-ended questionnaires are one way to collect experiential

qualitative data, and internet questionnaires ensure the exportability of data (Ruel, 2019). The

purpose of this open-ended questionnaire aligned directly with the research question for

gathering data about student perceptions. A Google Form was used to disseminate the

questionnaire online (see Appendix C). There were two primary sections to the questionnaire: a

profile section and open-ended responses collecting data about the research question (Billups,
GAMIFIED STANDARDS-BASED ENGAGEMENT 56

2021). Profile questions were asked, including full name and current collegiate mathematics

enrollment. Participants who had completed or were currently enrolled in a collegiate math class

were able to compare and contrast their experiences in high school math with collegiate math.

The final profile question asked participants if they were ready to proceed and if they

remembered utilizing the gamified standards-based grading system.

The research-related questions included prompts gathering perceptions and opinions

about their engagement with mathematics and various aspects of the system they experienced

(see Appendix C). Questions were designed to align with the research question of the study (see

Table 1). Each question targeted a different aspect of the system: gamification, standards-based

grading, engagement, mathematics, and student experience. The final questions asked students to

compare and contrast the gamified, standards-based grading system with non-gamified point-

based systems and share their perspectives about the net results of experiencing the system.
GAMIFIED STANDARDS-BASED ENGAGEMENT 57

Table 1

Research Question Alignment to Questionnaire Questions

Research Question Questionnaire Questions Rationale for Questions


What are former 1. What are your perceptions of the Participants can share
students’ standards-based grading system you perceptions about the grading
perceptions about experienced in high-school system distinct from the overall
engagement with mathematics? experience.
secondary 2. What are your perceptions of the Participants can share
mathematics gamified elements of the mathematics perceptions about the
content in a courses you experienced in high gamification elements distinct
gamified school? from the overall experience.
standards-based 3. How did you engage with Participants can share their
grading system at mathematics in a non-gamified, beliefs about their engagement
a rural school in a points-based grading system? in mathematics courses not
midwestern state? utilizing the system.
4. How did you engage with Participants can share their
mathematics in the gamified, beliefs about their engagement
standards-based grading system? in the mathematics course
utilizing the system.
5. How did the gamified, standards- Participants can share their
based grading system affect your perceptions about how the
engagement with mathematics in high gamified course affected their
school? engagement.
6. How would you describe the long- Participants can share their
term results of switching from non- perceptions about the transition
gamified points-based grading to from points-based to standards-
gamified standards-based grading? based grades.
7. What long-term impacts has the Participants can share their
gamified, standards-based grading perceptions about longer-term
system had on the way you engage impacts of their experience as
with mathematics? they moved into collegiate
math.
8. What long-term impacts has the Participants can share their
gamified standards-based grading perceptions about longer-term
system had on your education in impacts of their experience as
general? they moved into college
education other than math.
GAMIFIED STANDARDS-BASED ENGAGEMENT 58

This instrument was designed using strategies from Creswell and Poth (2018) and Ruel

(2019). The reliability of this questionnaire was addressed by triangulation within the questions

and from multiple data sources. The questionnaire itself asked similar questions to determine if

respondents answered related questions in a like manner. The validity of this questionnaire was

established through feedback from subject matter experts and was addressed by the follow-up

interviews. Creswell and Poth (2018) discussed validity in qualitative research as related to the

accuracy of the interpreted results. The questionnaire was estimated to take 15 minutes to

complete. If participants had not completed the questionnaire, reminder emails were sent five

days after the first email, with a second reminder in five more days. By triangulation with the

questionnaire, the follow-up interview was a method to ensure the accuracy of interpreted

results.

Interview Protocol

Open-ended questions in the follow-up interview are shown in the follow-up interview

protocol in Appendix D. The purpose of the follow-up interview was to improve the validity of

the study (Terrell, 2022). It was estimated that each interview would take approximately 20 to 25

minutes to complete. Recordings were stored and locked and will be held for a period of three

years before destruction. Specifically, the open-ended interview questions were designed to

allow participants to freely discuss and respond to prompts similar to the questionnaire question.

The follow-up interview questions were field-tested with subject-matter experts and designed to

prompt respondents for further discussion regarding the research question. Since the follow-up

interviews were more time intensive, voluntary response sampling was used in conjunction with

purposive sampling to schedule follow-up interviews. Not all participants engaged in the follow-

up interview; only those who indicated so on the questionnaire were scheduled for interviews.
GAMIFIED STANDARDS-BASED ENGAGEMENT 59

The semi-structured interviews were conducted via Zoom to eliminate location and time

boundaries (Terrell, 2022). A Zoom Pro account was used to conduct the interviews, allowing

for local storage of the recording, transcription of dialogue, and secure downloads of both the

interview and transcript. These transcripts were coded using Atlas.ti coding software. Rather

than a conversational interview, these interviews were semi-structured and utilized a set of pre-

written questions to help reduce bias (Merriam & Tisdell, 2015; Terrell, 2022). Respondents

were free to discuss any aspects they wished to share, but the questions did not lead or deviate

from the protocol in Appendix D.

Table 2

Research Question Alignment to Follow-Up Interview Protocol

Rationale for
Research Question Interview Questions Questions
What are former 1. Will you describe the gamified standards- Validates
students’ based grading system you experienced in high questionnaire
perceptions about school math? questions 1 and 2.
engagement with
2. How did you engage with mathematics while Validates
secondary
in the gamified standards-based grading system? questionnaire
mathematics
questions 3, 4, and 5.
content in a
gamified 3. What perceptions do you have about the Validates
standards-based gamified elements of the courses you questionnaire
grading system at experienced in high school? question 2.
a rural school in a 4. What perceptions do you have about the Validates
midwestern state? standards-based grading system you experienced questionnaire
in high school mathematics? question 1.
5. How would you describe the impacts of the Validates
gamified standards-based grading system in questionnaire
contrast with non-gamified points-based grading questions 6, 7, and 8.
systems?

After data from interviews and questionnaires were coded, summaries of the themes and

codes were emailed to participants. The email asked participants to verify the accuracy of the

conclusions and recommend any changes. This process is known as member checking and helps
GAMIFIED STANDARDS-BASED ENGAGEMENT 60

increase the reliability of the results. These instruments were designed to increase the

trustworthiness of the study, but Billups (2021) asserted that every instrument should be field

tested to improve the validity of data collection.

Field Testing

Both instruments were created based on the rationale of triangulation and gathering

students’ perceptions related to the research question. The questionnaire asked participants open-

ended questions about different aspects of the system, including gamification, standards-based

grading, and engagement with mathematics. The questions for both instruments also asked

participants to compare and contrast their experiences to non-gamified, points-based grading

systems and to reflect on the longer-term effects of their experiences. Three subject matter

experts (S.M.E.s) were consulted for feedback to validate the questions created for these

instruments. Two of the S.M.E.s are active researchers and standards-based grading consultants;

one is a practicing collegiate mathematics professor who has published articles about standards-

based grading.

The first S.M.E. holds a PhD and is an author, researcher, and education consultant

working to assist teachers and administration with improving the public education system. This

S.M.E. provided several points of feedback based on the questionnaire and interview questions

(see Appendix E). One improvement was to clearly define the term “gamified” in the

questionnaire as the word “gamified” could create ambiguity in responses without the definition.

This S.M.E. also suggested field testing the instruments on colleagues to test the delivery of the

questionnaire and interviews. S.M.E. 1 suggested establishing a precise time expectation so

participants knew how much was being asked of them.


GAMIFIED STANDARDS-BASED ENGAGEMENT 61

The second S.M.E. holds an EdD and is a school leader, author, presenter, and researcher

promoting the development of educational best practices in schools across the globe. Like the

first S.M.E., this one suggested field-testing the instruments on non-participants. Field tests may

reveal confusion about the meaning of words and phrases in the questions. This S.M.E.

encouraged clarity in the instructions for the questionnaire, discussing confidentiality, how the

data will be used, and who the survey is for (see Appendix F). One of their final critiques, similar

to the first S.M.E., was to include the estimated time for the instruments.

The third S.M.E. is a professor of mathematics at the University of South Alabama, a

researcher, and a publisher of research articles about alternative grading in the mathematics

classroom. Feedback provided by this S.M.E. suggested that the participants may not remember

or understand the definition of standards-based grading (see Appendix G). In response to this

feedback, screenshots of the course objective and a reminder text were included in the

questionnaire.

Another suggestion offered by this S.M.E. was to focus the follow-up interview questions

on a specific topic rather than broadening the open-ended questions. It was critical that these

questions not lead participants to respond in any way since the follow-up interviews were

primarily intended for validation purposes (Terrell, 2022). This suggestion was not taken but

would be very useful in future studies with more specific research questions.

Data Collection

Before any collection of data from participants began, this study was approved and

rigorously checked by the institutional review board (I.R.B.). After I.R.B. approval was met, the

research participants were contacted by email. After completion of the advanced mathematics

course, the population of students offered their personal contact email addresses if they were
GAMIFIED STANDARDS-BASED ENGAGEMENT 62

willing to participate in future research. The first step in data collection was distributing and

collecting informed consent (see Appendix B). Research participants received an email from a

university email address with informed consent attached as a DocuSign document. DocuSign

collected and protected the informed consent documents, and a secure export was used to

download these files directly onto a single-user PC with password encryption. Once participants

consented, the questionnaire was sent to their email address to begin data collection related to the

research question.

Data were collected for this study using a web-based Google Form (see Appendix C) to

present the questionnaire. Ruel (2019) asserted that web-based forms are good for delivering

complicated questionnaires that are accessible to those with internet access. This Google Form

was distributed as a link in an email to participants only after informed consent had been signed

and returned. Before proceeding to the open-ended questions in the Google Form, the

questionnaire reminded the participants that their participation was voluntary. Aside from the

profile questions at the beginning of the questionnaire, all questions were open-ended, allowing

participants to discuss as much as they wanted in their answers to the questions (Ruel, 2019).

Responses from this form were collected into a spreadsheet and saved for coding later. The

questionnaire ended with a question that asked the participants if they agreed to conduct a

follow-up interview. It was estimated that the questionnaire should take only 15 minutes to

complete. Participants were free to complete this questionnaire at any location or time, but the

follow-up interviews were scheduled based on availability. In the event that a questionnaire was

not returned within five days after informed consent was returned, participants were sent a

reminder email prompting for completion again, and a final reminder was sent after five more

days.
GAMIFIED STANDARDS-BASED ENGAGEMENT 63

Follow-up interviews were conducted on Zoom with recording and transcription enabled.

A time was scheduled when the participants could dedicate 20 to 25 minutes to the interviews.

An interview protocol (see Appendix D) was read verbally and sent via chat to the participant.

The questions were read, and only verbal responses were provided when prompted by the

participant (Creswell & Creswell, 2020). After the Zoom interview, a downloadable video and

transcript was available. The transcript and video were secured, and transcription errors were

corrected. Files were transformed into appropriate file types for importing into Atlas.ti

qualitative coding software and secured in the same folder. This data was uploaded to and stored

in Atlas.ti for data analysis. Participants who completed the interview consisted only of those

participants who opted in during the questionnaire and comprised the voluntary response

sampling for the follow-up interviews.

After completion of the study, research participants were thanked for their time and asked

verbally about member checking. A follow-up email was sent to participants no less than 24

hours after their exit from the study. This email expressed gratitude for their time and completion

of the study. Participants were informed about member checking and were asked to verify the

validity of the codes and results from the researcher in an email after the researcher had coded

the questionnaire and interview data. Participants were again thanked for their input in a final

email.

Data Analysis

Creswell and Poth (2018) described a qualitative data analysis model as a spiral including

the following steps: data organization, memoing emergent ideas, coding into themes, interpreting

results, and displaying results. As the stages progress, the circumference of the spiral narrows

into the final target of reporting findings. This study conformed to the model suggested by
GAMIFIED STANDARDS-BASED ENGAGEMENT 64

Creswell and Poth (2018) and used the Atlas.ti software to assist with the organization of the

data and coding process. This platform allowed the saving and correction of auto-generated

transcripts from the video interviews and provided tools for thematic coding, sorting,

summarizing, and analyzing data collection. Both questionnaire responses and interview data

were stored in Atlas.ti and linked to research participants by an identification number.

After collecting the questionnaire and interview data, the participant’s identifying

information was replaced with the identification number to preserve confidentiality. The first

step in the analysis process was rapid reading and memoing. This process provided the basis for

determining codes to use in the coding process. After memoing was completed on the entire

database, coding began. Coding involves chunking the data into portions, organizing data into

categories, creating a description of the ideas in that category (Creswell & Poth, 2018), and

utilizing the Atlas.ti software enabled the data to be sorted and selected by code and for thematic

analysis within each code.

The penultimate stage of the data analysis was the creation of themes from the codes.

Themes represent the overarching picture of the findings in the qualitative study. The themes of

this study were constructed using a hierarchical approach, as memos lead into codes, which lead

to categorical themes. Finally, Creswell and Poth (2018) suggested using multiple forms of

visualization, including a chart of codes and tables of excerpts of qualitative data supporting the

categories. Summary statements of the findings were drafted in terms of the thematic ideas

revealed by participant responses through these visualizations.

Reliability and Validity

Billups (2021) described credibility (truth) and dependability (consistency) as elements of

trustworthiness in a qualitative study. The credibility and dependability of data interpretations


GAMIFIED STANDARDS-BASED ENGAGEMENT 65

were established through the triangulation of data sources and member checking (Billups, 2021).

Bias was addressed in this study by purposefully sampling participants who no longer have an

authoritative relationship with the teacher who facilitated the gamified, standards-based grading

system in their high school math. The study used member checks to reduce bias in the results by

allowing participants to review and provide feedback on the findings.

Triangulation is a method mentioned by multiple qualitative research experts to increase

the validity of the data interpretation (Creswell & Poth, 2018; Merriam & Tisdell, 2015).

Triangulation occurred from two sets of data from the participants. Data were generated as

participants completed the online questionnaire. Transcriptions of the follow-up interviews

generated the second data set. Since multiple sources generated data, validity is enhanced

through the strategy of triangulation. To increase transferability, Merriam and Tisdell (2015)

suggested utilizing the strategy of rich, thick descriptions to contextualize the study. A thick

description established the research context of this study to increase the transferability.

Billups (2021) asserted that member checking is a common way to establish

trustworthiness in a qualitative study but must be carefully applied since member checking is

sometimes controversial. Trustworthiness was established in this study through the use of

member checking and the passage of time. Participants no longer had any relationship with the

teacher and were free to provide unbiased feedback about the results. Coded and thematic data

were shared with participants after the analysis stages, and participants were asked to offer

feedback about the codes. Participants either confirmed or offered amendments to the results

described.
GAMIFIED STANDARDS-BASED ENGAGEMENT 66

Ethical Procedures

According to 45 C.F.R. § 46, research on human subjects must be undertaken with

extreme care and forethought (Protection of Human Subjects, 2023). This study was committed

to upholding the regulations outlined in 45 C.F.R. § 46 and the principles outlined in the

Belmont Report (National Commission for the Protection of Human Subjects of Biomedical and

Behavioral Research, 1979). Specifically, this study ensured the protection of human subjects by

obtaining informed consent, assessing potential risks and benefits, and implementing measures to

ensure beneficence.

Respect for persons was established by recognizing that participants are individuals and

autonomous agents (National Commission for the Protection of Human Subjects of Biomedical

and Behavioral Research, 1979). Research participants were able to withdraw from the study at

any time and were notified of this autonomy in the informed consent document. Before

conducting this study and contacting any research participants, this study underwent institutional

review board (I.R.B.) proposal, review, and approval. The I.R.B. reviewed the recruitment email

(see Appendix A), the informed consent document (see Appendix B), the questionnaire (see

Appendix C), and the follow-up interview protocol (see Appendix D). These documents were

ones that participants were directly in contact with and needed thorough vetting during the

proposal stage (Terrell, 2022). I.R.B. approval was achieved in letter form before the research

process began (see Appendix H)

This study respected participants’ autonomy and strove to promote justice by ensuring

that the population being studied was not overburdened by the research (National Commission

for the Protection of Human Subjects of Biomedical and Behavioral Research, 1979). No

particular group of students unduly bore the burden of this research since the sampling method
GAMIFIED STANDARDS-BASED ENGAGEMENT 67

was purposive and voluntary. The burden was distributed amongst those former students who

provided their contact information. The safety and well-being of the former students

participating in the study were of the utmost priority throughout the research. All identifying

information regarding research participants was redacted and replaced with participant ID

numbers. These ID numbers were assigned when importing into Atlas.ti software to ensure the

coding process did not preserve any information that could lead to a breach of confidentiality.

The time passage before this study mitigated ethical issues arising from the former

teacher having power over the research participants. Since the population of students has

graduated and entered post-secondary life, the former power structure no longer exists. These

participants were contacted for recruitment (see Appendix A) using their email addresses

provided before graduation. After this, informed consent (see Appendix B) was sent via

DocuSign to the participants. Informed consent helped mitigate ethical issues by notifying

participants of their rights.

A final ethical concern was data storage and destruction (Ruel, 2019). Participant

confidentiality must be safeguarded along with data and responses to the questions (Billups,

2021). Data collected from research participants was downloaded via spreadsheet and stored in a

secure folder on a single-user PC. Ruel (2019) asserted that online data collection tools assist

with preparing data for import into coding software. All data that was imported into Atlas.ti was

also secured via password protection and encryption. This data will be stored for three years and

then destroyed. Data from the Zoom transcription source were downloaded from Zoom and

secured locally on the single-user PC. The Zoom data source was destroyed after the download

was completed.
GAMIFIED STANDARDS-BASED ENGAGEMENT 68

Chapter Summary

Qualitative studies seek to understand the perceptions of people experiencing a

phenomenon. Based on the research question of this study, a basic qualitative research design

was selected (Merriam & Tisdell, 2015). Participants in this study were former high school math

students who shared their perceptions about engagement with mathematics in a gamified,

standards-based grading system they had experienced in high school. After obtaining informed

consent, research participants received a web-based questionnaire and invitation to follow-up

interviews, increasing the reliability and validity of the results of this study. Both instruments

were coded using the qualitative data software Atlas.ti, and the findings are presented in the next

chapter. The strategies of triangulation and member checking were utilized to increase the

reliability and validity of this study. Ethical procedures were followed to ensure respect for

persons, beneficence, and justice by including informed consent and the ability of research

participants to withdraw at any time. This study was grounded in constructivist learning theory,

and the findings add to the body of knowledge about gamification and standards-based grading

in secondary mathematics classes.


GAMIFIED STANDARDS-BASED ENGAGEMENT 69

Chapter 4: Research Findings and Data Analysis Results

Mathematics is a field in which secondary school students find increasingly more

difficult to engage (Boaler, 2022; Cevikbas & Kaiser, 2022). Students have learned to game the

points-based grading schemes commonly utilized in mathematics courses rather than truly

experiencing mathematics (Erbes et al., 2021). The problem was poor student engagement with

classroom activities in secondary mathematics. The purpose of this basic qualitative study was to

explore former students’ perceptions regarding the student engagement in teaching and learning

activities they experienced with secondary mathematics content in the gamified, standards-based

grading system at a rural high school in a midwestern state.

The upcoming sections present a comprehensive examination of the data collection,

analysis and results, and reliability and validity of this study. Data collection processes include

informed consent, questionnaires, and follow-up interviews. The data analysis techniques

utilized to extract insights from participant responses, including coding, thematic analysis, and

the answer to the research question, are presented second. Finally, the reliability and validity of

the findings are detailed, including credibility, dependability, transferability, consistency, and

trustworthiness.

Data Collection

The process for data collection began on June 7th, 2023, after this study was approved by

the American College of Education Institutional Review Board. Twenty-five participants were

recruited via email (Appendix A) and sent informed consent documentation (Appendix B)

through DocuSign. After completing informed consent, participants were emailed a link to the

questionnaire (Appendix C), and those who volunteered to complete a follow-up interview were

subsequently contacted via email to schedule an interview time. Interviews took place on Zoom
GAMIFIED STANDARDS-BASED ENGAGEMENT 70

(Appendix D), were transcribed, and downloaded to a single-user password-protected PC.

Transcripts were thoroughly reviewed and corrected before data analysis and coding. Finally,

participants were sent a PDF printout of all parts they participated in along with the codes

applied to verify the accuracy of the interpretation of their responses via member checking.

At the beginning of recruitment, 25 individuals received the recruitment letter to their

personal email addresses. Then, they received an automated email from DocuSign with the

informed consent document to digitally sign on June 7th, 2023, which lasted for 15 days. Twenty-

one participants signed the informed consent documentation online by June 22nd, 2023 (Table 3).

Reminder emails were sent twice, once every five days, in accordance with the proposal in

Chapter 3, to assist with recruitment.

Table 3

Participant Response Rates and Time Frames

Data Collection
Phase Time Frame Number of Responses
Recruitment Email June 7 , 2023 – June 17th, 2023
th
25
Informed Consent June 7th, 2023 – June 22nd, 2023 21
Questionnaire June 7th, 2023 – June 23rd, 2023 17
Follow-up June 14th, 2023 – June 23rd, 2023 15
Interview
Member Checking June 19th, 2023 – June 26th, 2023 17

As soon as participants had completed informed consent, they were sent an email

thanking them for their willingness to participate and given the link for the research

questionnaire Google Form (Appendix C). The collection of the questionnaire responses began

on June 7th, 2023. The frequency of responses to the questionnaire is between the proposal

estimated 15-25 participants. All but one participant answered each of the eight questions from
GAMIFIED STANDARDS-BASED ENGAGEMENT 71

the research questionnaire (Appendix C). One participant skipped the first question, and another

participant duplicated their answer to two of the questions.

Follow-up interviews began with one interview on June 14th, 2023, and ended on June

23rd, 2023. Two participants declined to participate in the follow-up interviews, so 15 interviews

were conducted at times ranging from 11:30 a.m. to 9:30 p.m. based on participant availability.

There were 15 interviews, which fell between the proposed 15-25 participant response rate. The

frequency varied between one per day and four per day. The duration of the interviews ranged

between a minimum of 6.5 minutes and a maximum of 15 minutes, with an average duration of

10 minutes. This duration deviates from the anticipated 20-25-minute duration in the proposal.

This deviation was due to the freedom of the participants to discuss each question to the depth

they believed adequately answered the questions. In accordance with the interview protocol, no

prompts were given to participants to extend their time, and the data collected from the

interviews served the intended purpose of validating questionnaire responses (Table 2).

Member checking began on June 19th, 2023, and continued through June 25th, 2023.

Participants were sent a PDF of their responses to the instruments they completed, along with

codes applied to each response. Every participant was asked to verify the accuracy of the

transcript corrections, responses, and the application of codes within three days of receiving the

email, or it would be assumed that no corrections were needed. Six participants responded that

no corrections were needed, and one participant responded that it was okay but also sent a

summary of opinions. No other participants responded to the member checking email, so it was

assumed no corrections were needed, as stated in the email.

One unusual circumstance was that during the final interview, a poor internet connection

caused a disconnect from the Zoom conference, which took approximately 60 seconds to
GAMIFIED STANDARDS-BASED ENGAGEMENT 72

reconnect. During this time, the participant waited patiently. This disconnect happened at the end

of the interview and did not interfere with the participant’s answers to the interview protocol. No

other discrepancies occurred during data collection. Data analysis began after a meeting with the

dissertation chair on June 16th, 2023, and confirmed that data analysis could begin before all data

collection had ended.

Data Analysis and Results

Data files were secured in a folder on a password-protected single-user computer. From

there, the data were imported into Atlas.ti for analysis purposes. Atlas.ti imports results from

surveys as a text-based document and organizes the results by respondent rather than as a

spreadsheet.

Creswell and Poth (2018) described a qualitative data analysis model as a spiral

beginning with the organization of data, continuing with memoing of emergent ideas, coding and

narrowing into themes, developing interpretations, and culminating with visual displays of

findings. This system of data analysis was applied in this study in the method of what Saldaña

(2021) called holistic coding. This approach to coding considers entire pieces of evidence first,

and then codes are developed to match what the respondent is saying. Saldaña asserted that

holistic coding is good for use in cases where documents are specifically designed for research

purposes.

The first part of data analysis was the organization of data. Inside Atlas.ti, data were

initially organized by the respondent so that the responses, video interview, and transcript were

all together. Reading through the data from the questionnaire and the transcript was the next step

(Byrne, 2022). The process of correcting the transcripts required intensive listening and reading

to find and fix discrepancies. Responses were tagged with their corresponding question number
GAMIFIED STANDARDS-BASED ENGAGEMENT 73

(Table 1 and Table 2). The second process of data analysis was memoing emergent ideas.

Another readthrough of all the responses for each question revealed three emergent ideas that

participants spoke about: gamification, standards-based grading, and points-based grading.

The third step of data analysis was coding the data and developing themes (Saldaña,

2021). During this readthrough, the data were organized by question, and each response was

coded with codes interpreted from the text. Most responses received multiple codes based on the

distinction of ideas the participants were conveying (Saldaña, 2021). As these codes were

applied, relationships between the codes began to emerge.

The penultimate step of data analysis was interpreting the coding results and

distinguishing the codes’ relationships (Saldaña, 2021). Relationships were created using Atlas.ti

relationship manager to link codes together and construct a network visualization for each

category. Many codes were related to more than one other code. For example, the “gamification

motivated class” code can be related to the “gamification incentive” code. A mapping of code

relationships for both standards-based grading and points-based grading was created to identify

relationships and discover emergent themes.

These five themes emerged from the relationships between codes and participant

responses. Theme 1 is that participants perceived standards-based grading positively with

improved understanding. Theme 2 is that standards-based grading impacted participants’

education and their views of education. Theme 3 is that participants enjoyed the ability to self-

regulate and self-pace in standards-based grading. Theme 4, points-based grading, was perceived

critically by most participants. Theme 5 is that participants held positive views of gamification—

table 4 details how codes were developed into themes with supporting quotes from participants.
GAMIFIED STANDARDS-BASED ENGAGEMENT 74

Table 4

Codes, Quotations, and Emergent Themes

Codes Quotations Themes


SBG Positive "It was the most effective way for me to Positive experience
learn." and understanding in
standards-based
SBG Better "It was more about learning the overarching grading
Understanding ideas of math as opposed to memorizing ways
to answer questions."

SBG Major Impact "I think the change greatly impacted the way I Standards-based
worked as a student, as well as the way I grading impacts
approached learning and continue to do so." education and views

SBG Helps with "I was able to develop very effective study
college studying skills and study habits."

Self-Regulation "It taught me how to recognize my strengths Self-regulation and


and cater my time towards focusing on my self-pacing in
weaknesses." standards-based
grading
Self-Pacing "It helped me go more at my own pace while
still being able to track with the class."

PBG Negative “I personally despise points-based grading.” Criticisms of points-


based grading
PBG Not Learning "I feel like in points based grading, my
friends and I could progress through math
more easily without actually knowing the
content."

PBG Memorization "I would simply memorize how and when to


use certain methods."

Gamification "For the first time in my life I realized how Positive view of
Positive fun math was." gamification

Gamification "The gamified elements it made me want to


Incentive get all the badges because it was simply fun!"
GAMIFIED STANDARDS-BASED ENGAGEMENT 75

Theme 1 - Positive experience and understanding in the standards-based grading system

Many participants' opinions about the standards-based grading system offered a positive

view and comments about improved understanding. Most participants asserted a preference for

gamified standards-based grading over non-gamified points-based grading and referenced a

belief that their experience was focused more on learning or mastery instead of memorization

and replication. One participant made contradictory remarks, stating that they understood better

the points-based grading system and held negative views of the gamified standards-based

grading. Participant 6 offered a passionate response supporting this theme as follows:

I thought that for me, It [sic] was the most effective way for me to learn. It helped me go

more at my own pace while still being able to track with the class. I can say with 100%

certainty that the work I did in the standards-based grading I can remember far more than

I do from any other course [sic].

In this response, Participant 6 positively described standards-based grading, commenting

on improved retention. The participant compared standards-based graded mathematics to all

other courses they have taken and expressed a strong positive perception. In the quote, perceived

success and effective learning were attributed to standards-based grading.

Participant 11 referenced deeper understanding of mathematics and the overall benefit

that the standards-based grading system had on their education as follows:

I really enjoyed the standards-based system because it tested understanding rather than

accuracy, which was the opposite of how I had learned in the past. The standards-based

system proved to be extremely beneficial for my learning because it was a method of

understanding concepts that could guide me to a correct answer for difficult questions,
GAMIFIED STANDARDS-BASED ENGAGEMENT 76

and the performance task element proved to be one of the best and most effective

learning experiences that I have had in my entire education.

While referencing accuracy in the first part of this response, Participant 11 discussed past

math courses as memorizing a series of algorithms to be repeated for accuracy on a test. The

performance task element discussed here was a deeper-level assessment than the algorithmic test,

and this participant asserted that the standards-based grading system deeply impacted their

learning. The implication provided evidence for the emergence of the first theme.

In their follow-up interview, Participant 13 discussed their viewpoints of mathematical

engagement inside the gamified standards-based grading system as more about learning:

I think I engaged with mathematics more deeply in the standards-based grading system

because in the class, we went more in-depth with the lessons. It was more about learning

the overarching ideas of math as opposed to memorizing ways to answer questions and

then repeating that on tests.

This quote supports theme one in several ways. Participant 13 asserted that they switched from

rote memorization to a deeper understanding of mathematical topics in the standards-based

grading system. Many participants shared similar thoughts about a deeper understanding in the

system instead of procedural memorization. Theme 1 is supported by the participants' viewpoints

of deeper understanding and positive experiences in the standards-based grading system.

One participant was non-conforming to theme 1, explaining that they found it harder to

learn. Participant 3 stated in the questionnaire, “I noticed that not as many people were able to

firmly grasp what they had learned and that it was harder for me to apply what I learned to my

assignments.” In this quote, the participant argued that a majority of people had a worse

understanding in the standards-based grading system. This assertion was not supported by a
GAMIFIED STANDARDS-BASED ENGAGEMENT 77

majority of other participants, but it does not invalidate the struggle of Participant 3. No

elaboration on this statement was available since Participant 3 declined a follow-up interview.

Theme 2 - Standards-Based Grading Impacts Education and Views

In theme 2, participants discussed how standards-based grading had a major impact on

their education or their views of education. They noted deeper level assessments, better

engagement, improved retention, and enhanced college experiences due to this grading system.

Participant 7 spoke of retention of knowledge and how that impacted the college experience:

I retain much more of my learning because the performance tasks encouraged me to learn

about the concepts fully and to understand the material instead of using memorization.

Learning in that way has taught me to make sure I understand concepts rather than study

to get a good grade on a test. I now group my studying into topics that I can understand

the ‘why’ first and then practice in context second.

Participant 7 asserted that the performance task assessment strategy used in the standards-

based grading led to a shift in how they approach education. Before experiencing the gamified

standards-based grading system, this participant viewed education as a set of things to

temporarily memorize in order to replicate on a test. They have since shifted to conceptual

understanding and use the learning-objective groupings to restructure their learning style.

Some participants repeated the same course in college and discussed having great success

from their experience in the gamified, standards-based math course. Participant 11 specifically

mentioned increased retention.

But the gamified standards, [sic] it like greatly improved my memory retention because
GAMIFIED STANDARDS-BASED ENGAGEMENT 78

. . . I took calculus again, and everything like was like fresh in my mind like, [sic] super

easy to just pull out of there. Like it, like I remember it very well. And like, [sic] I was

able to succeed super well in my course just because of it.

This participant perceived and attributed their retention of topics to the gamified standards-based

grading system. As they repeated the course in college, they noted retaining the knowledge

learned in the gamified standards-based grading system. Several other participants mentioned

similar experiences. Others compared different repeated courses that did not use the gamified,

standards-based grading system, stating they did not remember much from those courses.

In their follow-up interview, Participant 15 asserted that standards-based grading impacted

the way they approach current classes and learning;

But I, since having the standard standards-based grading system, I try to apply that to

some of my classes. Focus on just like mastery in one topic before I move on to the next.

Even if I'm getting a little behind in the class, just to help me better [sic] because I don't

learn when everything is thrown at me all at once.

Participant 15 perceived that the standard-based grading system helped them change how they

approach education. They were able to identify the main topics and work toward mastery of the

topics inside the standards-based grading system and have applied those strategies in college.

Although most participants indicated a significant impact on their education and views of

education from their experience with standards-based grading, a couple of participants indicated

they observed no impacts. In the follow-up interview, Participant 9 indicated that since none of

their other courses used standards-based grading, there were no perceived impacts:

I really don't think it has all that much, just like, [sic] because all other math classes and

other classes I took both in high school, and then now in college, they all follow a much
GAMIFIED STANDARDS-BASED ENGAGEMENT 79

more traditional base [sic] . I think it'd be very different if more classes followed like the

structure that you've had. Like, yes, I feel like it'd be a lot more beneficial then. But

whenever everybody else is doing a very traditional-based learning system. Then I, I [sic]

don't know . . . I wouldn't say it's a detriment, I just don't think it was a benefit

necessarily.

Many participants echoed Participant 9’s assertion that college courses were points-based

grading, but the non-nonconforming portion was the impact of the standards-based grading

system. Participant 9 did not observe any impacts of the system, stating it did not hurt their

education but did not help them either. This neutral position opposes the theme derived from the

majority of perceptions offered by participants.

One other non-conforming perception was from Participant 3. “It made it seem like math

was more of something I had to do, not something that I got to learn. I have completely forgotten

what I had learned in my classes that had the new system.” Participant 3 is the same participant

who held a negative viewpoint of standards-based grading. Here, the participant asserted a

negative impact of the grading system, driving them away from mathematics and leading to poor

retention. This case is contradictory to theme 2, which is formed from the majority of participant

responses that indicated deeper understanding, improved retention, and better engagement in the

standards-based grading system.

Theme 3 - Self-Regulation and Self-Pacing Promoted by Standards-Based Grading

The third theme was based on self-regulation and self-pacing in standards-based grading.

In this theme, participants highlighted how standards-based grading aided self-regulation and

allowed for self-pacing. Participants also explained the flexibility and controlled it offered in

their learning process. Participant 1 spoke about their perceptions of time and learning when
GAMIFIED STANDARDS-BASED ENGAGEMENT 80

asked how the standards-based grading affected their engagement with mathematics, stating,

“The standards-based grading felt like it allowed me to work at my own pace. This flexibility

made me feel like I could learn the content much more efficiently. It was also just less stressful

in general.” This quote was tangentially related to the constructivist learning theory assertion that

knowledge is built over time. This participant expressed that the freedom from time constraints

imposed by the points-based grading system gave them less stress and improved their efficiency.

Self-regulation was promoted as Participant 1 tracked their progress and learned at their own

pace.

Participant 4 also commented about stress and self-regulation, mentioning recognition of

their progress.

I loved being able to retake quizzes and assignments as needed and felt like there was a

very comfortable push for mastery of topics. It definitely lent itself to a more relaxed and

low-stress learning environment . . . It taught me how to recognize my strengths and cater

my time towards focusing on my weaknesses.

A perceived benefit of the standards-based grading system was that the participants could

explicitly identify what skills they were proficient with and what skills they needed to improve.

Participant 4 mentioned managing their time and focusing on improving weak areas. This thread

was present in most participants as they described that standards-based grading reports their

knowledge level instead of point accumulation.

Although a majority of participants commented on the flexibility of the gamified,

standards-based grading system and reported positive traits of self-regulation and self-pacing,

Participant 3 again offered a contradictory viewpoint. Participant 3 implied that the system did

not provide enough accountability. “It was easier for me to slack off, and harder for me to grasp
GAMIFIED STANDARDS-BASED ENGAGEMENT 81

the lesson . . . It has made me realize that I need a solid and simple system to understand content

and apply it to assignments.” This non-conforming viewpoint highlights that Participant 3

desired the behaviorist rewards of the points-based grading system to help them regulate

behaviors such as homework completion and engagement. This participant perceived standards-

based grading as the reason they were not learning and not applying themselves to the course

content.

Theme 4 - Criticism of Non-Gamified Points-Based Grading

The fourth main theme emerged around the network of codes and comments related to

non-gamified, points-based grading systems. A majority of participants expressed negative

viewpoints of points-based grading, describing being motivated by test-taking, earning points,

and a grade. Participants asserted that points-based grading was not about learning and discussed

high-stress levels, poor retention, and low-level understanding associated with points-based

grading systems.

Participant 7 discussed simply memorizing mathematical content in the points-based

grading system, something that quite a few responses also indicated. “In point-based systems,

[sic] I would approach math as different types of problems that I had to memorize for each test,

rather than understanding the material in a more in-depth manner.” This quote exemplifies what

most other participants asserted, that the points-based grading system leads students to modify

their behaviors to complete the system rather than actually learn. Participant 6 echoed this

sentiment in the following language “Education has killed every sliver of drive, passion,

curiosity, and the want to learn.” These participants believe that the points-based grading system

negatively impacted their experiences and formed the foundation for theme 4.
GAMIFIED STANDARDS-BASED ENGAGEMENT 82

Participant 11 also discussed memorization, adding that points-based grading felt robotic.

“I would complete work in an almost robotic manner, working strictly for the correct answer as

opposed to understanding the foundations of the work itself. Overall, my main goal in these

courses was accuracy over understanding.” This quote demonstrates the perception held by most

participants that the goal of education in a points-based system is simply to earn a letter grade by

the easiest means possible. Criticisms of points-based grading in this manner were present

throughout participant responses.

The sentiment from Participant 1 was similar to Participant 11. When commenting about

how they engaged with math in the points-based system, Participant 1 also indicated confusion:

As little as possible. Points-graded math just feels like a chore. Every points-graded math

or stem class I've taken either leaves me confused and stressed about falling behind, or

I’m just bored and have to force myself to do the work because it’s all a part of the grade.

This participant expressed boredom and a struggle with motivation in the points-based grading

system and was coded as having negative views. Comments like this form the basis for theme 4,

as participants viewed points-based grading critically.

Several participants mentioned memorization, only learning for a test, and then forgetting

information. Participant 14 was passionate about criticism of points-based grading, stating, “I

personally despise points-based grading.” Participant 14 asserted that points-based grading

created confusion and led students to burnout. These ideas and perceptions shared by participants

contributed to theme 4, but two participants indicated a neutral position, and one stated a positive

view of the points-based grading system.

Participant 9 and Participant 16 offered a neutral position on points-based grading

systems. A non-conforming view was asserted by Participant 3 on question 3 about engagement


GAMIFIED STANDARDS-BASED ENGAGEMENT 83

with mathematics in a non-gamified, points-based system: “I noticed that I studied more, and that

made me understand the content more.” Participant 3 perceived that the system of points

improved their engagement with mathematical content and assisted in their comprehension,

while the standards-based grading system did not. This view is in direct contradiction with theme

4.

Theme 5 - Positive Views of Gamification

The fifth theme that emerged from this study was a positive view of the gamified

elements. Participants described gamification elements in a positive light, perceiving them as

incentivizing, motivating, enjoyable, and fun. The presence of badges, competition, and the

leaderboard were all mentioned as enhancing the experience, although four participants felt that

gamification did not motivate them personally. No participants offered negative responses about

the gamified elements. The four that offered neutral perspectives stated that it was not personally

motivating but also indicated that it was not negative and observed others motivated by it.

Participant 2 discussed enjoying and being incentivized by the gamified elements of the

course:

For me (a student who loves competition), it made me want to do even better because I

like the competition (gamified) aspect . . . I believe it was a way to make people want to

actually try in the math class. Since we only had to get a certain number of p-tasks, once

people got that amount, they still had some incentive to keep working hard (the badges

and leaderboard).

This participant is commenting about the minimum required performance tasks (p-tasks) to earn

the A letter grade and how the badges and leaderboard incentivized them to keep trying after

they met the minimum requirements. The badges were earned by demonstrating mastery levels,
GAMIFIED STANDARDS-BASED ENGAGEMENT 84

and the leaderboard tracked how many each individual had (anonymously). Many students

reported engaging competitively with the gamified elements, describing it as healthy

competition.

Participant 11 asserted they did not engage with the gamified elements competitively but

were still incentivized by the gamified elements for other reasons:

From my experience, gamified elements served as big motivators for me to do my best

because the reward for me personally was self-satisfaction and the feeling of

accomplishment, not the physical prizes or potential bonus points. I never really used

gamified elements for the competition element.

This participant reflected a positive view of the gamified elements even though they did not

engage competitively with the other students. The gratification of earning a badge and

recognition was something this participant described as a positive effect of the gamified

elements. Aside from extrinsic motivation, this quote highlights intrinsic motivation experienced

by some.

In their follow-up interview, Participant 13 shared they weren’t personally motivated by

the gamified elements but noted observing others who were motivated by the gamification they

experienced:

Personally, they didn't motivate me to do anything more in the class . . . I did observe

other students in the class being very motivated by things like the leaderboard or the

mastery quizzes having timers and a leaderboard, for who could do the mastery quizzes

the fastest. That did motivate other students . . . there's a certain amount of excitement

that comes with receiving a badge because you're getting acknowledged for the hard

work that you do. So, I liked that.


GAMIFIED STANDARDS-BASED ENGAGEMENT 85

Participant 13 described not engaging with the gamified elements but perceiving the motivation

experienced by others. Similar to Participant 11, this quote echoed self-satisfaction for receiving

badges and acknowledgment of achievements. This quote exemplifies the idea that even

participants who did not engage with the gamified elements held positive views about

gamification.

Even Participant 3, who was frequently non-conforming to the majority of other

participants, discussed incentivization through gamification: “I liked the badge system, and it

made it seem like I had an incentive to work harder besides getting a good grade.” This quote is

evidence that even a participant who viewed standards-based grading negatively disassociated

the gamified elements from that negative view. All these quotes and perceptions justify the

formation of theme 5 as participants expressed positive views of the gamified elements they

experienced.

The answer to the research question is that the findings from former students’ perceptions

indicated that the gamified, standards-based grading system positively impacted their

engagement in teaching and learning activities. Participants in the study reported that the

gamified, standards-based grading system improved their understanding of learning objectives,

promoted self-pacing and self-regulation, and generally preferred standards-based grading over

points-based grading. These insights contribute to a deeper understanding of the implications of

gamified, standards-based grading in secondary mathematics.

Reliability and Validity

This study utilized a variety of methods to improve reliability and validity. Credibility

and dependability were bolstered through triangulation and member checking. This study used

triangulation of data through two different instruments to increase credibility. Member checking
GAMIFIED STANDARDS-BASED ENGAGEMENT 86

was employed to improve dependability so that participants confirmed the accuracy of the

interpretation of their perceptions.

The researcher practiced reflexivity by acknowledging researcher and participant biases,

and they were addressed using various strategies. Researcher bias in the instrumentation was

minimized through field testing by subject matter experts. Only former students who graduated

over a year before the study were sampled to minimize participant bias. Saturation was reached

when codes were repeated by participants and no new insights were collected as 17 of the 34

potential participants responded and participated.

As mentioned in Chapter 3, this study has limited transferability due to the nature of the

advanced math course participants experienced the gamified, standards-based grading system.

This study employed thick descriptions by including direct participant quotations from the

questionnaire and interview, along with specific descriptions of the context of those quotes to

increase transferability.

Consistency in this study was established through a meticulous approach, as outlined in

Chapter 3, encompassing a detailed methodology and the use of an interview protocol. Interview

consistency was achieved by implementing a scripted interview protocol, carefully adhered to

during data collection and verified by transcription through Zoom. Throughout the study, the

consistency strategies remained unchanged. A standardized approach was maintained, and data

were collected consistently across all instrumentation.

Trustworthiness in this study was increased through member checking and previously

mentioned bias reduction strategies. Participants were asked to correct the record if they found

any inaccuracy in the interpretation of their results. No participants found corrections, which

supports the trustworthiness of this study. The passage of time is another key strategy employed
GAMIFIED STANDARDS-BASED ENGAGEMENT 87

to increase trustworthiness. Participants had time to leave the system, experience one year of

college, and then reflect on their experiences in the system. Had participants been asked to

reflect on the impacts of the system immediately after experiencing it, their answers may have

been more biased. Participants needed time to experience collegiate systems before reflecting.

The participants no longer had an authoritative relationship with the researcher and had no

contact since they graduated, but they did have a relationship with the researcher in the past. The

relationship could have influenced participant responses. Most participants gave nuanced,

consistent responses as verified by triangulation, and some even gave non-conforming responses,

which supports the idea that the prior relationship minimally impacted answers.

Chapter Summary

The answer to the research question is that the standards-based grading system positively

impacted participants’ engagement, improved their understanding of learning objectives,

promoted self-regulation, and was preferred over points-based grading systems. Participants

enjoyed and were motivated by the gamified elements of the courses. Insights from this study

have implications for educational practice that may benefit educators, administrators, and future

students.

By relating the findings presented in this chapter to constructivist learning theory,

Chapter 5 will discuss implications for future research stemming from the limitations of this

study. The research moves beyond the description of participant perceptions and toward

expanded discourse about potential pedagogical implications by exploring the implications of the

findings in relation to constructivist principles. Through this exploration, this study sought to

advance understanding and dialog regarding the applications of constructivist approaches in

education.
GAMIFIED STANDARDS-BASED ENGAGEMENT 88

Chapter 5: Discussion and Conclusions

The purpose of this basic qualitative study was to explore former students’ perceptions

regarding the student engagement in teaching and learning activities they experienced with

secondary mathematics content in the gamified, standards-based grading system at a rural high

school in a midwestern state. The answer to the research question is that the former students’

perceptions indicated that the gamified, standards-based grading system positively impacted their

engagement in teaching and learning activities. Participants in the study reported that the

gamified, standards-based grading system improved their understanding of learning objectives,

promoted self-pacing and self-regulation, and generally preferred standards-based grading over

points-based grading. After this, a discussion of the findings, interpretations, conclusions,

limitations, recommendations, and implications for leadership implications is presented.

Findings, Interpretations, and Conclusions

Peer-reviewed literature has demonstrated the efficacy of standards-based grading on

student achievement (Guskey & Brookhart, 2019), but the current study was focused on student

perceptions of a gamified, standards-based grading system. Interpreting the findings of this study

involves connecting the analyzed data with existing literature and real-world applications. From

the data in the previous chapter and the literature, standards-based grading and gamification are

educational strategies that can improve students’ educational experiences.

The five themes this study found connect to various literature about gamification and

standards-based grading. Theme one is positive experience and understanding in the standards-

based grading system. Theme two is how standards-based grading impacts education and views.

Theme three is self-regulation and self-pacing promoted by standards-based grading. These three

themes connect with literature about the standards-based grading system (Guskey & Brookhart,
GAMIFIED STANDARDS-BASED ENGAGEMENT 89

2019; Lewis, 2022). Discussions about mathematical mindsets (Boaler, 2022) and Lewis’

discussion about the impact of standards-based grades on those mindsets are evident in the

themes from this study. With regard to standards-based grading, existing studies have

demonstrated its effectiveness in improving assessment scores of learning objectives (Bromley,

2019; Erbes et al., 2021). This study validates student perceptions of deeper understanding and

enhanced ownership of the learning process. The findings of this study reinforce student focus on

mastery rather than point accumulation and lead students to perceive more meaningful learning

experiences.

The fourth and fifth themes connect to different works of literature. Theme four is

criticism of non-gamified points-based grading. This connects to existing literature about the

efficacy of traditional points-based grades (Cain et al., 2022). This theme extends the literature

by reporting viewpoints of former students related to their experience with points-based grading

systems. Townsley and Buckmiller (2020) also made the case that traditional grades are not a

necessity for transition to college, which is supported by the findings of this study.

Theme five is the positive views of gamification. These views support related literature

by Yamani (2021) and Kübra and Selay (2022) and provide support for recommendations by

Navarro-Espinosa et al. (2022). The findings of this study connect with these recent works of

literature and add to the literature by reporting opinions of people who experienced gamification

in an advanced mathematics course in secondary education.

Gamification research has highlighted its potential to enhance motivation and

engagement among students by incorporating gamified elements into educational courses

(Groening & Binnewies, 2021). The reported positive impact on mathematical engagement

aligns with the outcomes observed in other literature about educational gamification. The
GAMIFIED STANDARDS-BASED ENGAGEMENT 90

findings of this study about self-regulation and self-pacing further affirm the idea that

gamification can empower learners to take an active role in their education.

This study combined the principles of standards-based grading with gamification

elements and contributed to the extended knowledge of educational practices. It demonstrates the

compatibility of the two approaches and shows how they complement each other to create an

engaging and effective learning environment. As educators seek innovative ways to enhance

their practices and classrooms, this study offers insights into one approach and students’

perceptions of their engagement within that system.

In the context of constructivist learning theory, the findings of this study indicate that

implementing a gamified, standards-based grading system positively impacted the views of

former students about their engagement with mathematics. Constructivist theory holds that

learners actively construct their understanding of knowledge through interactions in the learning

environment. The gamified, standards-based grading system used in this study facilitated an

interactive and immersive learning experience that encouraged student agency in the learning

process.

Participants reported an improved understanding of mathematics in the gamified,

standards-based grading system, suggesting that their active engagement allowed them to

integrate new knowledge with an existing schema. The self-regulation and self-pacing reported

by participants align with constructivist principles, as learners are encouraged to regulate their

learning progress based on their needs. The autonomy reported by these participants builds a

sense of responsibility and empowers students to direct their learning effectively.

The reported preference for standards-based grading over points-based grading further

reinforces the contrast between constructivist and behaviorist assertions (Cain et al., 2022).
GAMIFIED STANDARDS-BASED ENGAGEMENT 91

Standards-based grading emphasizes mastery of learning objectives in which students focus on

comprehension rather than accumulating points. Participants reported a focus on personal growth

and understanding, which aligns with the constructivist belief that knowledge is actively

constructed within the learner.

This study’s findings highlight how the gamified, standards-based grading system

directly impacted the perceptions of former students, aligning with the principles of

constructivist learning theory. Active engagement, self-regulation, and a focus on comprehension

are all reinforced by the findings. By embracing these constructivist learning principles,

educators and administrators can create rich, interactive learning environments that promote

student agency and meaningful learning experiences.

The interpretations, inferences, and conclusions of this study remained focused on

student perceptions of the gamified, standards-based grading system and did not exceed the

scope of this study. The research question of this study asked about student perceptions of their

engagement in a gamified, standards-based grading system. This study maintained fidelity to

answering that question with qualitative instrumentation that gathered perceptions and then

analyzed thematic findings from participants’ views. Interpretations, inferences, and conclusions

of this study do not deviate from the original research question and do not extend beyond the

scope of this study.

Limitations

There are some specific limitations of this study regarding transferability, credibility,

dependability, and confirmability. These limitations are due to the nature of the course students

participated in and the confidentiality protections of the study. Each category of limitations is
GAMIFIED STANDARDS-BASED ENGAGEMENT 92

addressed here and explained in the context of this sample group and the course in which they

participated.

Transferability is limited in this study for two main reasons. The sample group of

students experienced the gamified, standards-based grading system in an advanced mathematics

course. Participants of this study chose to take a senior-level, non-compulsory, Advanced

Placement math class and are not representative of the entire population of the school district.

The purposive sampling method used in this study implies that the findings of the study can be

transferred to advanced mathematics courses but may not transfer to general math courses or

even math classes in earlier grades. This limitation does not imply that the study cannot be

replicated in general or earlier math courses, only that the transferability of this study needs

further research.

The second limitation related to transferability was the subject of the course in which

participants experienced the gamified, standards-based grading system. In mathematics, clear,

skill-based learning objectives are well-defined. Other subject areas, such as language arts or

social studies, are not necessarily supported by the findings in this study. The lack of

transferability to other subjects does not imply that the study cannot be replicated in the other

subject areas but implies that further research is needed. Furthermore, this course was conducted

at a rural high school in the Midwest. The study’s findings may transfer well to similar schools,

but transferability to distinctly different schools with varying geographic locations and

demographic characteristics is unknown.

Measures were taken to mitigate the limitations of credibility and dependability, but

certain limitations still exist. The primary limitation concerning this study’s credibility is the

prior relationship that existed since the teacher who facilitated their math course was the same
GAMIFIED STANDARDS-BASED ENGAGEMENT 93

individual conducting the interviews and communicating with the former students. Each

participant had a minimum of one year’s time between last interacting with that teacher and

beginning the study and was no longer under that teacher’s guidance. While no ongoing

communication was maintained between graduation and the start of the study, it is plausible that

the pre-existing relationship could have influenced the credibility by potentially affecting the

participant’s responses.

The main limitation of the dependability of the findings is derived from the interpretation

of the results. Saldaña (2021) described multiple ways researchers can code and interpret the

same dataset differently. The findings and implications of this study may have been interpreted

differently by a researcher in a different context. In the context of this study, the facilitator

became the researcher investigating perceptions about different grading and engagement

strategies used in a class they facilitated.

The confirmability of this study is limited by the confidential nature of the data collected

and privacy measures taken to ensure that the participant’s identifiable information is not

revealed. Although strategies to enhance confirmability were incorporated, minor factors limiting

the confirmability and trustworthiness of the interpretations remain. Participants of the study did

not provide any suggestions for revision during member checking, and the interpretations are

supported by literature and constructivist theory.

The findings of this study may be applicable in other subject areas and grade levels, but

those are beyond the scope of these findings. A gamified, standards-based grading system might

evoke similar perceptions when implemented in a science course; however, this study does not

provide evidence to support that assertion. Further research would be needed to investigate the

systems across other subjects and grade levels. Other factors may also influence student
GAMIFIED STANDARDS-BASED ENGAGEMENT 94

perceptions about the system. It is possible that a course utilizing the same curriculum and

gamified standards-based grading system could have different outcomes solely based on the

different practices of each teacher. Guskey et al. (2020) argued that poor teacher fidelity to

standards-based grading practices sometimes correlates with negative views of standards-based

grading.

Recommendations

From a global perspective, the findings of this study indicate increased student

satisfaction through constructivist learning strategies such as gamification and standards-based

grading. As education evolves and grows, implementing theory-grounded strategies such as these

should improve the experience that learners have in their academic growth. Many participants

reported that these strategies shifted their mindsets toward true understanding and

comprehension of the topics rather than memorization. As technology develops, especially in the

exponential artificial intelligence growth age, measures of true comprehension will need to be

evaluated.

Artificial intelligence (AI) and databases of online knowledge have challenged the core

of the educational experience. Since most – if not all – knowledge that learners are expected to

develop in secondary education can be found online, the role of teachers and the mechanisms by

which they instruct, assess, and report mastery must evolve. The findings of this study imply that

by disrupting normally established expectations of the education system, learners increase their

satisfaction and belief that they have truly experienced learning. Finding relevance, confidence,

and satisfaction are key pillars of Keller’s (1987) model of instruction and should be built into

the process of designing educational experiences.


GAMIFIED STANDARDS-BASED ENGAGEMENT 95

At the time of this study, artificial intelligence systems were growing exponentially

through the rise of large language models (LLMs) and various other tools. The impacts of

Artificial Intelligence (AI) on the education system and classroom are unknown, but there is

potential for significant disruption. As more becomes known about AI and its capabilities and

limitations, teachers and instructional designers should explore how students interact with

content and make meaning. This study provides evidence that educators should move beyond

rote memorization and seek to build learning experiences that immerse learners in contextualized

learning and provide agency for learners to regulate their learning.

Further research is needed about the specific strategies used in this study. Gamification

and standards-based grading showed a net positive impact on perceptions of advanced

mathematics course students. It is recommended that these same strategies be tested in general,

compulsory math classes across varying grade levels and remedial math classes. Such testing

would check the transferability of research findings to other math classes with varying learner

styles and motivations. A second area of further research is to transfer the specific strategies to

content areas other than mathematics to test the impacts of the strategies on engagement with

other content types.

While this study supports the specific strategies of gamification and standards-based

grading, it cannot be generalized that these strategies are the best choice for every instructional

setting and student population. Literature suggests that the efficacy of any strategy is heavily

based on the teacher-student relationship (Guskey, 2020). While all educators should seek to

build positive relationships with their students, the findings of this study have some implications

for educational practices.


GAMIFIED STANDARDS-BASED ENGAGEMENT 96

Mathematics educators should explore gamification as a strategy to improve student

engagement. The findings of this study and current literature suggest that gamified elements

provide a way for learners to interact with the course in engaging ways. Mathematics educators

should use standards-based grading to increase learner self-regulation and agency. Literature

suggests that standards-based grading improves communication of mastery, and this study found

that learners report increased ownership of their education.

Implications for Leadership

The findings of this study have potential impacts for positive institutional change in the

field of education. Educators who adopt gamification and standards-based grading can transform

how learners experience secondary and post-secondary education. Systemic utilization of such

systems would create a portfolio of student competency in learning objectives rather than simply

a percentage grade for each class (Cain et al., 2022). Systemic changes should also benefit

learners on the individual level.

The findings of this study indicate that learners increase self-regulation and ownership of

their learning experiences. Greater ownership of learning on an individual level should improve

the quality of the experience for both learner and instructor. In a society where instantaneous

feedback is a desire, gamification can provide immediate gratification while aiding in self-

regulation (Barber, 2021). The implications of a reformed education system in which learners

extensively take ownership of their learning are unexplored.

Educational leadership should consider exploring the utilization of standards-based

grading and gamification in classroom settings. Stakeholders for change in the education system

should investigate these strategies and other constructivist strategies to meet the needs of the next

generation of learners. Learning management system leadership should also consider


GAMIFIED STANDARDS-BASED ENGAGEMENT 97

implementing gamified elements such as badges, leaderboards, and achievements in their core

software design. Student information system designers should research methods to improve

standards-reporting measures and mastery indicators. Stakeholders in the education process have

the ability to dramatically shape the future both experientially and logistically for teachers and

students.

Conclusion

In conclusion, former students’ perceptions indicated that the gamified, standards-based

grading system positively impacted their engagement in teaching and learning activities.

Participants in the study reported that the gamified, standards-based grading system improved

their understanding of learning objectives, promoted self-pacing and self-regulation, and

generally preferred standards-based grading over points-based grading. Participants believed the

gamified elements had a positive impact on their experience. This study offered new knowledge

about student perceptions of standards-based grading and gamification after entering collegiate

studies. Most participants indicated a positive change in their learning styles, with some

indicating no impact, implying that further iterations of these strategies may be needed to test

student perceptions at a wider level.

The results of this study demonstrated that the combined approach of gamification and

standards-based grading positively influenced students’ perceptions of engagement,

understanding, self-regulation, and autonomy, aligning with constructivist principles. This study

emphasized compatibility of gamification and standards-based grading, providing insights into

enhancing educational practice. This research maintained a focus on student perceptions,

highlighting how the combined approach promotes interactive and meaningful learning

experiences as reported by the learners after transitioning to collegiate studies. Continuing the
GAMIFIED STANDARDS-BASED ENGAGEMENT 98

ongoing study of educational practice and further refining the systems that shape generations’

learning experiences remains paramount, and this study enriches the current body of literature on

these methodologies.
GAMIFIED STANDARDS-BASED ENGAGEMENT 99

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Appendix A: Recruitment Letter

Recruitment Letter

Date:

Dear Research Participant


I am a doctoral student at American College of Education. I am writing to let you know about
an opportunity to participate in a dissertation research study.

Brief description of the study: This study is gathering


perceptions of former students about their engagement with
mathematics in a gamified, standards-based grading system.

Description of criteria for participation: You were enrolled in a gamified mathematics


course using standards-based grading, have been out of high school for more than half of
a year, and continued into post-secondary education.

Your participation in the study will be voluntary. If you wish to withdraw from the research at
any time, you may do so by contacting me using the information below.
I may publish the results of this study; however, I will not use your name nor share
identifiable data you provided. Your information will remain confidential. If you would
like additional information about the study, please contact the following

Candidate Contact Information: Albert Bryant

Chair Contact Information: Cathy McKay CathyMcKay@ace.edu


If you meet the criteria above, are interested in participating in the study, and would like to be
included in the potential participant pool, please reply to this message and confirm your
interest, a DocuSign informed consent document will be emailed for you to sign.

Thank you again for considering this dissertation research opportunity.


Albert Bryant
GAMIFIED STANDARDS-BASED ENGAGEMENT 109

Appendix B: Informed Consent

Prospective Research Participant: Read this consent form carefully and ask as many questions
as you like before you decide whether you want to participate in this research study. You are free
to ask questions at any time before, during, or after your participation in this research.
Project Information
Project Title: Student Perceptions of Engagement with Secondary Mathematics in a Gamified,
Standards-Based Grading System: A Basic Qualitative Study

Researcher: Albert Bryant

Organization: American College of Education


Email: Telephone:

Date of I.R.B.
Approval:

Please note that this research study has been approved by the American College of Education
Institutional Review Board. The I.R.B. approved this study on ______(insert date on ACE
I.R.B. approval letter). A copy of the approval letter will be provided upon request.
Researcher’s Dissertation Chair: Cathy McKay
Organization and position: American College of Education Professional Educational Studies
Email: Cathy.McKay@ace.edu

Introduction
I am Albert Bryant, and I am a doctoral candidate student at American College of Education. I
am doing research under the guidance and supervision of my Chair, Dr. Cathy McKay. I will
give you some information about the project and invite you to be part of this research. Before
you decide, you can talk to anyone you feel comfortable with about the research. If you have
questions, ask me to stop as we go through the information, and I will explain. If you have
questions later, feel free to ask me then.

Purpose of the Research


The purpose of this basic qualitative study is to explore former students’ perceptions regarding
the student engagement in teaching and learning activities they experienced with secondary
mathematics content in the gamified, standards-based grading system at a rural high school in a
midwestern state. You are being asked to participate in a research study which will assist with
understanding student perceptions of mathematical engagement within the system. Conducting
this qualitative study will provide evidence about the system from the student perspective.

Research Design and Procedures


The study will use a qualitative methodology and basic qualitative research design.
Questionnaires will be disseminated to specific participants whom have completed math courses
using the gamified, standards-based grading system. The study will comprise of 15-25
participants who will participate in open-ended questionnaires. The study will involve virtual
follow-up interviews to be conducted via Zoom for participants. Participants will be selected to
GAMIFIED STANDARDS-BASED ENGAGEMENT 110

offer perspectives and opinions specific to the gamified, standards-based grading system they
experienced in at least one of their high school mathematics courses.

Participant selection
You are being invited to take part in this research because of your experience as a former
mathematics student who can contribute much to the body of knowledge, which meets the
criteria for this study. Participant selection criteria:
1. Graduated high school within the last two years.
2. Active in post-secondary education.
3. Experienced the gamified, standards-based grading system in a mathematics course at
Ozark High school.
Voluntary Participation
Your participation in this research is entirely voluntary. It is your choice whether to participate.
If you choose not to participate, there will be no punitive repercussions.

Right to Refuse or Withdraw


Participation is voluntary. At any time you wish to end your participation in the research study,
you may do so by sending me an email explaining you are opting out of the study. There will be
no repercussions for leaving the study.

Procedures
We are inviting you to participate in this research study. If you agree, you will be asked to
complete a questionnaire, and a follow-up virtual interview. The type of questions asked will
range from a demographical perspective to direct inquiries about the topic of mathematical
engagement within a standards-based grading system. Data will be collected in textual form from
the questionnaire and the interviews will be conducted on Zoom with recording and transcription
enabled.

Duration
The questionnaire portion of the research study will require approximately 15 minutes to
complete. If you are chosen for a follow-up interview, the time allotted for the interviews will be
20 to 25 minutes conducted via Zoom for the participant. Prior to an interview, you will be asked
to provide permission to have the interview recorded for the sake of having accurate transcripts
for data.
Risks
The researcher will ask you to share personal and confidential information, and you may feel
uncomfortable talking about some of the topics. You do not have to answer any question or take
part in the interview if you don't wish to do so. You do not have to give any reason for not
responding to any question.
Benefits
While there will be no direct financial benefit to you, your participation is likely to help us find
out more about student perceptions and longer-term implications of gamified, standards-based
grading. The potential benefits of this study will aid the planning and implementation of
mathematical course design at the high school level.
GAMIFIED STANDARDS-BASED ENGAGEMENT 111

Confidentiality
I will not share information about you or anything you say to anyone outside of the researcher.
During the defense of the doctoral dissertation, data collected will be presented to the dissertation
committee. The data collected will be kept in a locked file cabinet or encrypted computer file.
Any information about you will be coded and will not have a direct correlation, which directly
identifies you as the participant. Only I will know what your participant number is, and I will
secure your information on a single-user computer with password protection and encrypted hard-
drive.
Sharing the Results
At the end of the research study, the results will be available for each participant. It is
anticipated to publish the results so other interested people may learn from the research.

Questions About the Study


If you have any questions, you can ask them now or later. If you wish to ask questions later, you
may contact Albert Bryant at
This research plan has been reviewed and approved by the Institutional Review Board of
American College of Education. This is a committee whose role is to make sure research
participants are protected from harm. If you wish to ask questions of this group, email
I.R.B.@ace.edu.

Certificate of Consent
© 2021 American College of Education

I have read the information about this study, or it has been read to me. I acknowledge why I have
been asked to be a participant in the research study. I have been provided the opportunity to ask
questions about the study, and any questions have been answered to my satisfaction. I certify I
am at least 18 years of age. I consent voluntarily to be a participant in this study.
Print or Type Name of Participant: _____________________________________
Signature of Participant: _____________________________________________
Date: ___________________
I confirm that the participant was given an opportunity to ask questions about the study, and all
the questions asked by the participant have been answered to the best of my ability. I confirm
that the individual has not been coerced into giving consent, and the consent has been given
freely and voluntarily. A copy of this Consent Form has been provided to the participant.
Print or Type Name of Lead Researcher: ________________________________
Signature of Participant: _____________________________________________
Date: ___________________
PLEASE KEEP THIS INFORMED CONSENT FORM FOR YOUR RECORDS.
GAMIFIED STANDARDS-BASED ENGAGEMENT 113
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Appendix D: Follow-up Interview Protocol

Interviews Scheduled via Zoom Pro account, set to be recorded and auto-transcribed. After the
interviewer and participant both join the Zoom meeting, the recording will begin, and the
following script will be read. The interviewer will not ask any leading questions and will give
each respondent time to speak freely about their responses.

Script: Thank you for agreeing to this interview. In this interview, I will ask you to elaborate on
your answers to the questionnaire. I will ask you a set of pre-defined questions and listen to your
answers. This interview is being recorded, and I will use the transcripts as a second source of
data to improve the validity of my research findings. Your responses will be kept confidential
and identifiable only to me. Do you agree to proceed?

1. Will you describe the gamified standards-based grading system you experienced in high

school math?

2. How did you engage with mathematics while in the gamified standards-based grading

system?

3. What perceptions do you have about the gamified elements of the courses you

experienced in high school?

4. What perceptions do you have about the standards-based grading system you experienced

in high school mathematics?

5. How would you describe the impacts of the gamified standards-based grading system in

contrast with non-gamified points-based grading systems?

Thank you for answering these questions. Do you have any other thoughts you’d like to share
regarding the research question?

Once I have completed the data analysis, I will reach out to you via email to present the themes
and ideas I took away from both the questionnaire and the interview. The purpose of this is to
verify the accuracy of the interpretation of your responses. At that time, if you have corrections
that need to be made or inaccuracies please share those thoughts to correct the record.

Thank you for your time and willingness to share your thoughts and opinions. Have a good rest
of your day.
GAMIFIED STANDARDS-BASED ENGAGEMENT 129

Appendix H: IRB Approval Letter


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