Exploring Using Game-Based Learning and Gamification in a Secondary Classroom to Increase Engagement
Date Approved
12-19-2022
Graduate Degree Type
Project
Degree Name
Education-Instruction and Curriculum: Secondary Education (M.Ed.)
Degree Program
Teaching and Learning
First Advisor
Sherie Klee
Academic Year
2022/2023
Abstract
Research has connected the importance of student engagement and student experience within the classroom but continue to use teacher directed traditional teaching methods. This project explores the use of gamification and game-based learning and how it promotes student engagement. The use of games and game-elements provide a relevant approach that focuses on student autonomy and experience, and ultimately use fun engaging ways to motivate students to learn. This project provides an entry level learning in-service opportunity for secondary educators to discover and create their own lessons that implement gamification and game-based learning in their classrooms in hopes to increase student engagement.
ScholarWorks Citation
Thiell, Mandee Lynn, "Exploring Using Game-Based Learning and Gamification in a Secondary Classroom to Increase Engagement" (2022). Culminating Experience Projects. 216.
https://scholarworks.gvsu.edu/gradprojects/216
Included in
Curriculum and Instruction Commons, Educational Assessment, Evaluation, and Research Commons, Educational Methods Commons, Educational Technology Commons, Other Teacher Education and Professional Development Commons, Secondary Education Commons, Secondary Education and Teaching Commons