Highlighting the Importance of Gamifying Education to Increase Intrinsic Motivation in Students

Faculty Mentor

Kevin S. Decker

Presentation Type

Oral Presentation

Start Date

5-7-2024 10:45 AM

End Date

5-7-2024 11:05 AM

Location

PAT 340

Primary Discipline of Presentation

Education

Abstract

Student absenteeism is at an all-time high in large part due to low student engagement, which is a critical aspect of student success in school. This paper uses arguments from John Locke (born August 29, 1632, Wrington, Somerset, England—died October 28, 1704, High Laver, Essex), who wrote extensively on student rights and education and influenced many thinkers in his time, to focus on the effectiveness of the gamification of education to support student engagement and diminish absenteeism. The use of game elements in non-game settings such as points, leaderboards, and achievements gives a visual representation of progress in relation to other students and drives motivation through peer and self-competition and immediate reward instead of delayed reward. This paper collects research from a multitude of studies that test the effectiveness of the gamification of education and assesses their findings. Despite some criticism, findings show that gamification positively impacts intrinsic motivation, emotional state, and the perception students have of education in most of the studies conducted with students.

This document is currently not available here.

Share

COinS
 
May 7th, 10:45 AM May 7th, 11:05 AM

Highlighting the Importance of Gamifying Education to Increase Intrinsic Motivation in Students

PAT 340

Student absenteeism is at an all-time high in large part due to low student engagement, which is a critical aspect of student success in school. This paper uses arguments from John Locke (born August 29, 1632, Wrington, Somerset, England—died October 28, 1704, High Laver, Essex), who wrote extensively on student rights and education and influenced many thinkers in his time, to focus on the effectiveness of the gamification of education to support student engagement and diminish absenteeism. The use of game elements in non-game settings such as points, leaderboards, and achievements gives a visual representation of progress in relation to other students and drives motivation through peer and self-competition and immediate reward instead of delayed reward. This paper collects research from a multitude of studies that test the effectiveness of the gamification of education and assesses their findings. Despite some criticism, findings show that gamification positively impacts intrinsic motivation, emotional state, and the perception students have of education in most of the studies conducted with students.