457 research outputs found

    A Phenomenological Study of Teachers\u27 Experiences with Educational Gamification and its Impact on Student Engagement in the Middle School Math and Science Classroom

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    The purpose of this phenomenological study was to understand digital gamification and its effect on student engagement based on the lived experiences of middle school math and science teachers in rural schools in the southeast region of the United States. Nick Pelling’s gamification theory guided the study herein. Gamification theory served as a tool to alter learner engagement which impacted instruction and learning. I used a criterion-based purposeful selection of 10 middle school math and science teachers with gamification experience. Participating teachers had three or more years of teaching experience and taught in regional rural schools. The hermeneutical phenomenological study resulted in the themes of gamification elements on student engagement, planning gamification lessons, and obstacles to gamification. The lived experiences of middle school math and science teachers positively addressed the gap in the correlation between gamification and enhancing student engagement

    A meta-analysis: Gamification in education

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    “Gamification has been used in a variety of contexts including education. In order to understand the effects of gamification in education, a meta-analysis was conducted. A bottom-up approach was used to analyze the effects of game design elements on learning outcomes found in the literature search. The result suggests that gamification can enhance student learning outcomes. Elements such as points, leaderboards, competitions, progress bars, feedback, and collaboration have medium to large effect sizes. Gamification also has larger effects on young children in elementary education than learners at other education levels. The study offers suggestions and guidelines for educators on the use of design elements in gamification”--Abstract, page iii

    Virtual Reality in Mathematics Education (VRiME):An exploration of the integration and design of virtual reality for mathematics education

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    This thesis explores the use of Virtual Reality (VR) in mathematics education. Four VR prototypes were designed and developed during the PhD project to teach equations, geometry, and vectors and facilitate collaboration.Paper A investigates asymmetric VR for classroom integration and collaborative learning and presents a new taxonomy of asymmetric interfaces. Paper B proposes how VR could assist students with Autism Spectrum Disorder (ASD) in learning daily living skills involving basic mathematical concepts. Paper C investigates how VR could enhance social inclusion and mathematics learning for neurodiverse students. Paper D presents a VR prototype for teaching algebra and equation-solving strategies, noting positive student responses and the potential for knowledge transfer. Paper E investigates gesture-based interaction with dynamic geometry in VR for geometry education and presents a new taxonomy of learning environments. Finally, paper F explores the use of VR to visualise and contextualise mathematical concepts to teach software engineering students.The thesis concludes that VR offers promising avenues for transforming mathematics education. It aims to broaden our understanding of VR's educational potential, paving the way for more immersive learning experiences in mathematics education

    Penerapan Gamification dalam Bidang Pendidikan Formal dan Nonformal: Survey Paper

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    Pendidikan merupakan pondasi utama dalam meningkatkan kualitas sumber daya manusia (SDM), dengan meningkatnya SDM maka suatu negara dapat berkembang dan maju dengan didasari pendidikan baik secara formal ataupun non-formal. Gamifikasi merupakan alternatif dalam sebagai inovasi dalam pendidikan. Gamifikasi merupakan teknik desain permainan untuk menghasilkan hal yang dianggap sebagai hal yang membosankan menjadi menarik layaknya sebuah game. Mechanics Dynamics Aesthetics (MDA) merupakan model utama dalam menerapkan sebuah gamifikasi. MDA berfungsi untuk memetakan komponen-komponen agar menjadi sebuah kesatuan dalam merancang sebuah game, belajar merupakan salah satu bagian dalam pendidikan, untuk merancang sebuah gamifikasi pada pembelajaran maka diperlukan model gamifikasi yang tepat yaitu The Dynamical Model for Gamification Learning (DMGL) dan Attention Relevance Confidence Satisfaction (ARCS) kedua model gamifikasi ini menerapkan MDA sebagai dasar dalam gamifikasi dan menambahkan komponen yang dapat memotivasi siswa dalam belajar. Tujuan dari penelitian ini adalah memetakan literatur untuk lebih memahami penerapan model gamifikasi pada pendidikan secara formal dan juga non-forma

    Teacher Perceptions of Digital Gaming and 21st-century skills in the Middle School Classroom

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    Teacher Perceptions of digital gaming and 21st-century skills in Middle School classrooms ABSTRACT The purpose of this research was to capture teacher perceptions on the use of digital gaming in the learning environment of middle school classrooms. Additionally, to speak to perceptions on learning of 21st-century skills such as communication, collaboration and critical thinking. This study of two middle schools in the same district in suburban New Jersey was utilized for capturing the ideas of teachers who employed a variety of digital games in the classroom as part of their learning objectives. An interview protocol was utilized to direct questions around ideas with a focus on: game types, game objectives and observations of learning, as well as perceptions around the assessment of learning. Interviews were conducted with educators both individually and in a group to compile their perspectives on how games can be utilized towards a learning target, specifically to support 21st-century skills. The digital games came in the form of a variety of formats and utilized for different intents, but purposefully integrated to support constructivist learning styles and foster learning. This study contributed information to the literature regarding digital gaming and learning, inclusive and beyond that of engagement. Recommendations for educational leaders and policy makers were outlined as well as suggestions for future research relevant to these ideas were also included
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