Technology is entering classrooms at an astonishing rate. The different types of technology being integrated are changing the way teachers are teaching their students as well as the different strategies they are using within the classroom. Technology changes the way teachers teach, offering educators effective ways to reach different types of learners and assess student understanding through multiple means. Getting teachers on board with technology integration can be challenging and time consuming but gamification can be a useful tool which can be integrated at many different grade and ability levels.
Gamification in education is a growing topic of research and studies in the past few years. “Gamification” is the use of game design elements in non-game contexts. Elements of games can be utilized in the classroom as quick and easy technology integration strategies for teachers to implement with little to no experience or preparation needed. Game elements such as points, levels, badges, and quests are common elements to integrate.
My research aimed to determine if these types of elements were impactful on student test scores. I utilized the pre-test post-test control group type study to determine the impact of gamification on test scores. The control group received traditional classroom instruction as opposed to the experimental group who received class a classroom environment which was gamified. All students were taught the same content using a programming language, Scratch and were assessed at the end of the week long setting.
Gamification in the Classroom
By: Samantha Smith
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