Integrating Game-Design Knowledge and Education Theory To

Total Page:16

File Type:pdf, Size:1020Kb

Integrating Game-Design Knowledge and Education Theory To INTEGRATING GAME-DESIGN KNOWLEDGE AND EDUCATION THEORY TO COMMUNICATE BIOLOGY CONTENT A Dissertation Presented to The Graduate Faculty of The University of Akron In Partial Fulfillment of the Requirements for the Degree Doctor of Philosophy Thomas R. Beatman August, 2019 INTEGRATING GAME-DESIGN KNOWLEDGE AND EDUCATION THEORY TO COMMUNICATE BIOLOGY CONTENT Thomas Robert Beatman Dissertation Approved: Accepted: ______________________________ ______________________________ Advisor Program Director, Integrated Bioscience Dr. R. Joel Duff Dr. Hazel A. Barton ______________________________ ______________________________ Committee Member Interim Dean of the College Dr. Gavin Svenson Dr. Linda Subich ______________________________ ______________________________ Committee Member Dean of the Graduate School Dr. Hazel A. Barton Dr. Chand Midha ______________________________ ______________________________ Committee Member Date Dr. Randall J. Mitchell ______________________________ Committee Member Dr. Gary M. Holliday ii ABSTRACT Civic scientific literacy requires communication between scientists and the public. To bridge this gap, scientists must acquire skills and knowledge from those who study science communication. Improving scientists’ communication of science requires better implementation and availability of science communication skill sets and tools. One such tool is the use of games, in whole or in part, as tools to improve engagement, motivation, and understanding in science learning. The appeal of games in learning traditionally is based on their familiar form and perceived value of fun to audiences. While modern research on games in learning focuses predominantly in assessing and quantifying motivation & engagement and learning outcomes, development of good game-design practices as a major tool in educational endeavors has been slow to develop, which can impact their usefulness. In this dissertation, I illustrate a number of theories of motivation and ideas that support the idea of using games in learning, followed by quantifying the lack of consensus on the differences between the numerous fields and terms, which describe the idea of using game to effect better learning outcomes. This is done using a novel variant of the item sort method, the Item Definition Semantic Sort. This method is also used to explore another set of fields and terms in a different format, and other methodological implementations are considered and described iii The second half of this dissertation presents a number of proof-of-concept projects which use gameful experiences in learning contexts. an advance organizer for field trips as part of a curriculum developed by the Cleveland Museum of Natural History that provides game-elements and competition to enhance student experiential learning in the classroom, a teaching-laboratory module utilizing an analog simulation to convey large-scale numbers and population growth concepts for non-majors biology students, and a game communicating how community watershed runoff and the development of harmful algal blooms interrelate. These products utilize numerous ideas and theories from educational psychology and informal education combined with game-design knowledge acquired through relevant communities of practice, to provide experience for developing good games in learning, and important takeaways and recommendations for stakeholders. iv ACKNOWLEDGEMENTS I would have never made it without the help, support, and love of a number of people. I’d first like to thank my advisor Joel Duff and Integrated Bioscience Chair Hazel Barton. Hazel’s encouragement for me to pursue my passion for biodiversity awareness and science communication, and support in changing my research and lab saved me from a dire fate. She was the first to recognize and address my impostor syndrome, and will always be a beacon of positivity. Joel also shares this honor, and helped develop and support my dissertation work. Joel always made for fantastic conversation that would tangent frequently out of and back into materials relevant to my research; his passion for science communication helped to inspire me to pursue my career. Joel always played a wonderful role as a supportive skeptic, and often he would start conversations feeling doubtful about things so, I suspect, I would have to convince him otherwise. I will point out here as I have frequently pointed out to others that I never give him his due share in the great Beatman rescue of 2016. I’d like to thank my committee members Hazel Barton, Gary Holliday, Gavin Svenson, and Randy Mitchell for their contributions to my research and education, especially in my incredibly fruitful comprehensive candidacy qualifying exams. Without each of them, I would never have delved as deeply into the education and biology materials I needed to fully form my dissertation. I’m especially thankful to Gavin and Hazel for their eyes lighting v up when I first brought up how I felt board games could be used for biology education. Joel was a little more hesitant, but I’d be nowhere without him. My committee as a whole provided a diverse range of content backgrounds, and consistently provided unique perspectives as my dissertation developed. I am especially thankful that my candidacy exams provided a perfect nexus of intersection between biology content, science communication, informal education, and psychology, which lead to the synthesis of the integrations found in my dissertation. I am especially thankful that I continued to be able to use what I had written in my qualifying exams throughout my studies. A careful eye might recognize passages from them used here. I’d also like to thank my friends and colleagues, Rafael Maia Villar de Quieroz, Ashley Bair, Jonathan Gilmour, Travis Magrum, Carrie Buo, Lara Roketenetz, Michael Derr, and Michael Logsdon for their support during some of the hardest and darkest times during my time in the program. Rafael provided a constant sounding board for problems, dilemmas, challenges, and opportunities I faced during the full seven years of my time in the program, and was the one who got me into the hobby gaming community in the first place. Ashley Bair kept an eye on me when I most needed a watchful eye. Jon Gilmour has taught me near-everything I know about game design, and his and Travis’ friendships and support has been boundless, whether it’s giving me feedback on game designs, just hanging out, or checking on me after I had to be driven to the ER because I had acute appendicitis. Carrie provided a useful sounding board and colleague in doing education as my integration. Lara’s positivity, can-do attitude, and wealth of experience in doing informal ed was profoundly useful. The Michaels have been constant friends and outlets to get my board game on both before and after that became a pivotal element of my dissertation. vi I’d also like to thank various members of the University of Akron Faculty and Staff, including Sarah Rieder-Bennet, Marilia Antunez, Debbie Ammerman, and Ashley Ramer, for their assistance in my research and success in completing my dissertation work. I’d like to thank my tiered mentoring student Cass Johnson for her assistance in recruiting participants and entering data for Chapter III, Ryan Trimbath and Wendy Wasman without whom Chapter V would never have happened, as well as Lamalani Siverts who originated what would become Chapter VII. Finally, I’d like to thank my parents for their constant love and support. vii TABLE OF CONTENTS Page LIST OF BOXES & FIGURES ....................................................................................................... xi CHAPTER I. INTRODUCTION ........................................................................................................................ 1 Chapter Summaries .......................................................................................................... 2 II. THE TRANSITION FROM MOTIVATION- TO TRANSER-FOCUS IN GAMES IN LEARNING RESEARCH ............................................................................................................... 4 Civic Scientific Literacy ................................................................................................... 7 Games in Learning........................................................................................................... 8 Structure and Function: Psychology and Design ...................................................... 15 Conclusions .................................................................................................................... 20 III. DEFINING GAMES IN LEARNING: AN UMBRELLA TERM TO ADDRESS THE FIELD’S DISORDER ............................................................................................................ 21 Abstract ........................................................................................................................... 22 Introduction .................................................................................................................... 23 Methods ........................................................................................................................... 26 Results.............................................................................................................................. 29 Discussion ....................................................................................................................... 35 IIII. ITEM DEFINITION SEMANTIC SORT: METHODOLOGY ...................................
Recommended publications
  • The Use of Minecraft to Foster Creativity, Collaboration And
    Cueva Carrión, Henry David The Use of Minecraft to Foster Creativity, Collaboration and Motivation through Game-Based Learning and Gamification Master’s Thesis FACULTY OF EDUCATION Learning, Education and Technology, Master’s Programme in Education October 2018 Acknowledgements Dedicated to my parents, siblings, Paloma and to my unborn daughter. University of Oulu Faculty of Education The use of Minecraft to Foster Creativity, Collaboration and Motivation through GBL and Gamification Henry David Cueva Carrión Master´s Thesis, 51 pages, 4 appendices October 2018 Abstract The eruption of ICTs in our society posed the question of how to integrate technology into education. According to Waks (1987) in Science, Technology and Society Education, we need to find a way to integrate educational approaches that embrace and intertwine education and technology. Then, through the use of pedagogical approaches such as Game-based Learning and gamification, Minecraft presents itself as the perfect tool to develop computational think- ing, foster creativity, nurture collaboration and increase motivation. The aim of my research is to demonstrate how motivation and collaboration can be fostered through the use of Minecraft in one activity called “Being an architect on Minecraft”. In order to do that, I use a quasi- experimental research. The participants were 18 in total, divided in 2 groups one experimental and one control. In the experimental group I use the implementation of Game-based Learning and gamification and in the other group, I use the traditional way of teaching. The results clearly stablish a positive effect in collaboration and a high level of motivation during the entire process.
    [Show full text]
  • Gaming, Gamification and BYOD in Academic and Library Settings: Bibliographic Overview Plamen Miltenoff St
    St. Cloud State University theRepository at St. Cloud State Library Faculty Publications Library Services 6-2015 Gaming, Gamification and BYOD in academic and library settings: bibliographic overview Plamen Miltenoff St. Cloud State University, [email protected] Follow this and additional works at: https://repository.stcloudstate.edu/lrs_facpubs Part of the Library and Information Science Commons Recommended Citation Miltenoff, Plamen, "Gaming, Gamification and BYOD in academic and library settings: bibliographic overview" (2015). Library Faculty Publications. 46. https://repository.stcloudstate.edu/lrs_facpubs/46 This Bibliographic Essay is brought to you for free and open access by the Library Services at theRepository at St. Cloud State. It has been accepted for inclusion in Library Faculty Publications by an authorized administrator of theRepository at St. Cloud State. For more information, please contact [email protected]. Plamen Miltenoff [email protected] Gaming, Gamification and BYOD in academic and library settings: bibliographic overview Keywords: gaming, gamification, game-based learning, GBL, serious games, Bring Your Own Device, BYOD, mobile devices, Millennials, Generation Y, Generation Z, academic libraries, education, assessment, badges, leaderboards Introduction Lev Vygotsky’s “Zone of proximal development” and his Sociocultural Theory opened new opportunities for interpretations of the learning process. Vygotsky’s ideas overlapped Jean Piaget’s and Erik Erickson’s assertions that cooperative learning, added to experimental learning, enhances the learning process. Peer interaction, according to them, is quintessential in accelerating the learning process (Piaget, 1970; Erickson, 1977; Vygotsky, 1978). Robert Gagné, B.F. Skinner, Albert Bandura, and others contributed and constructivism established itself as a valid theory in learning. Further, an excellent chapter of social learning theories is presented by Anderson, & Dron (2014).
    [Show full text]
  • Identifying Motivational Styles in Educational Gamification
    Proceedings of the 50th Hawaii International Conference on System Sciences | 2017 Identifying Motivational Styles in Educational Gamification Jared R. Chapman, Ph.D, MBA, MSc – Utah Valley University – [email protected] Peter Rich, Ph.D. – Brigham Young University - [email protected] Abstract motivation in every society for thousands of years. In Little work has been done to understand the modern times, video games have perfected their motivational impact of specific game elements and motivational pull to near addiction. Angry Birds has how they combine to form student motivational styles been downloaded more than 1 billion times and more in educational gamification. In this exploratory study than 10 million subscribers have spent more than 50 we evaluate the level of motivation reported for a billion hours playing World of War Craft [36]. The variety of game elements by 184 students. Using this average gamer, comprising some 40% of the data we generated a principle components analysis to population, is now 20-34 years old, nearly half of identify the underlying factor structure that govern whom are women [28]. This increase and parity in the students’ motivational styles. Four motivational styles gaming population has led to a culture of college were identified: (1) Personal Progress – being students who may be more readily prepared to engage motivated by gamified elements that show one’s in game-based activities for serious learning. What can individual progress in a course; (2) Competition and we learn from games that might encourage students to Praise – being motivated by game elements that show spend more time in their studies, be more engaged, and one’s progress compared to their peers and provide as a result learn more? Seeking answers to these social reinforcing feedback; (3) Individual questions is at the core of understanding and applying Assignments – being motivated by completing gamification in education.
    [Show full text]
  • The Gamification Inventory 133
    The Gamification Inventory An Instrument for the Qualitative Evaluation of Gamification and its Application to Learning Management Systems Jan Broer October 25, 2017 A thesis submitted for the degree of Doctor of Engineering (Dr.-Ing.) to the faculty of Mathematics and Computer Science at the University of Bremen. 1st supervisor: Prof. Dr. Andreas Breiter 2nd supervisor: Prof. Dr. Thomas Köhler Abstract Gamification has risen meteorically in popularity since the beginning of the decade, both in practitioner circles and among researchers. We show that empirical results of gamification’s effects do not match the hype around it as studies have largely failed to prove any effects. We posit that a proper evaluation of gamification requires an understanding of how gamification can be expressed in real-world applications and employ Wittgensteinian family resemblances as a basis for such a definition. We have collected a set of properties that gamified applications can have through the analysis of goals and means of gamification mentioned in the literature and through an expert survey. We then used those results to create the Gamification Inventory, an instrument for the qualitative assessment of gamification in a given system. We have tested the instrument with a set of evaluators in the field of learning management systems (LMSs), informing both a refinement of the instrument and the preparation of an experiment with the intent of testing the effectiveness of common forms of gamification. The analysis of these LMSs led to results very similar to what our analysis of pre- vious empirical studies in gamification, and especially gamification in education, have shown: most gamification is concentrated on using points, badges, levels and leader- boards as game design elements.
    [Show full text]
  • Designing Effective Gamified Learning Experiences
    www.ijte.net Designing Effective Gamified Learning Experiences Yunjo An University of North Texas, United States To cite this article: An, Y. (2020). Designing effective gamified learning experiences. International Journal of Technology in Education (IJTE), 3(2), 62-69. International Journal of Technology in Education (IJTE) is a peer-reviewed scholarly online journal. This article may be used for research, teaching, and private study purposes. Authors alone are responsible for the contents of their articles. The journal owns the copyright of the articles. The publisher shall not be liable for any loss, actions, claims, proceedings, demand, or costs or damages whatsoever or howsoever caused arising directly or indirectly in connection with or arising out of the use of the research material. All authors are requested to disclose any actual or potential conflict of interest including any financial, personal or other relationships with other people or organizations regarding the submitted work. International Journal of Technology in Education Volume 3, Issue 2, Fall 2020 Designing Effective Gamified Learning Experiences Yunjo An Article Info Abstract Article History Gamification has been used in a variety of settings, including business, healthcare, and education. Although there are successful gamification examples, Received: many gamification projects fail due to poor design. Despite the importance of 24 December 2019 thoughtful design of gamification, previous research on gamification in education has not paid sufficient attention to the
    [Show full text]
  • Understanding 3-D Spaces Through Game-Based Learning: a Case Study Of
    UNDERSTANDING 3-D SPACES THROUGH GAME-BASED LEARNING: A CASE STUDY OF KNOWLEDGE ACQUISITION THROUGH PROBLEM-BASED LEARNING IN MINECRAFT Jami Roberts-Woychesin, B.S., M.S. Dissertation Prepared for the Degree of DOCTOR OF PHILOSOPHY UNIVERSITY OF NORTH TEXAS August 2015 APPROVED: Scott Warren, Major Professor James G. Jones, Committee Member Cathleen Norris, Committee Member Jeff Allen, Interim Chair of the Department of Learning Technologies Herman Totten, Dean of the College of Information Costas Tsatsoulis, Interim Dean of the Toulouse Graduate School Roberts-Woychesin, Jami. Understanding 3-D spaces through game-based learning: A case study of knowledge acquisition through problem-based learning in Minecraft. August 2015, Doctor of Philosophy (Learning Technologies), 141 pp., 20 figures, references, 133 titles. The primary purpose in this case study was to explore the use of three-dimensional virtual spaces via the use of the game Minecraft as a teaching tool. The case study examined the effectiveness, self-efficacy, and social interaction of students when using such a tool in the teaching and learning process. The research analyzed knowledge acquisition through various deliverables such as benchmark pre and post exams, student discourse, and tangible objects created from the lessons by the students. Students were enrolled and participated in a summer camp offered from Arts and Technology Institute in North Texas. The camp utilized Minecraft to teach architecture types. Students learned about pyramids (Egyptian and Aztec), Roman/Greek architecture, Gothic architecture, and Post-Modern Architecture. Each day students were exposed to a different them of architecture and were tasked with building a world that was in the theme of an assigned type of architecture.
    [Show full text]
  • Game-Based Approach in E-Learning
    View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Bulgarian Digital Mathematics Library at IMI-BAS ІX Национална конференция „Образованието и изследванията в информационното общество” 2016 143 GAME-BASED APPROACH IN E-LEARNING Mariya Gachkova, Elena Somova University of Plovdiv “Paisii Hilendarski” [email protected], [email protected] Abstract : In this article a summary is made of the use of standard electronic game’s methods in e-learning. It shows how game-elements and game-mechanics can be applied in e-learning environments. Different types of Serious games – Game-based learning, Gamification of learning, Organizational-dynamic games, Simulation Games and Edutainment have been discussed. The article introduces the game-based model for learning and 70:20:10 education framework. There are examples for e-Learning environments that include some of the abovementioned game-elements and game-techniques. The focus in the conclusion is on the potential benefits of successful implementation of serious games into a learning environments. Key words : E-learning, Serious games, Game-based learning, Gamification, Game-based learning model. 1. Introduction The use of electronic learning (e-learning), electronic resources and activities in traditional learning is growing fast. This brings to the need of new approaches and methods in education. In the near past the electronic games were used only for entertainment, but nowadays they are seen as a successful way for learning. The educational games can be found in e-learning environments both as independent programs for learning as well as additional modules, supporting the uptake of educational content [Paunova’2013].
    [Show full text]
  • Gamification in E-Learning Isatyash Fakoo, Iitulasi.B Idept
    ISSN : 2347 - 8446 (Online) International Journal of Advanced Research in ISSN : 2347 - 9817 (Print) Vol. 5, Issue 1 (Jan. - Mar. 2017) Computer Science & Technology (IJARCST 2017) Gamification in e-Learning ISatyash Fakoo, IITulasi.B IDept. of Computer Science, Christ University, Bangalore, India IIAssociate Professor, Department of Computer Science, Christ University, Bangalore, India Abstract Teaching learning process had involved to greater dimension in the past decade. The penetration and ease of availability has seen rise in use of e-Learning in the high education. e-Learning has provided a virtual platform for both learners and teachers to cater to the varied learner needs. The digital native, who is the current generation of learner find games as an interesting medium to learn. Gamification of learning has been to be a new approach to engage the digital learner in an efficient way. Keywords Gamification; e-Learning; digital learner; open source tools; hot potatoes component. I. Introduction students and students in remote and inaccessible places all over Gamification has been part of marketing, customer engagement the world by offering them more prominent adaptability as far and many other sectors of industry. It is perceived as innovative as place and time. approach to enhance the business model. Success and usage of 1. At Fortune 500 firms, 73.6 percent of technology-delivered games in the business sector is predicted to take upsurge in the training comes through networked, online methods. (1) coming years. Every field benefits through innovative or disruptive 2. Corporations can save up to 70% by replacing traditional techniques and educational field is no different.
    [Show full text]
  • Game-Based Learning and Gamification in Initial
    Cózar-Gutiérrez and Sáez-López International Journal of Educational Technology in Higher Education (2016) 13:2 DOI 10.1186/s41239-016-0003-4 ORIGINAL ARTICLE Open Access Game-based learning and gamification in initial teacher training in the social sciences: an experiment with MinecraftEdu Ramón Cózar-Gutiérrez1* and José Manuel Sáez-López2 * Correspondence: [email protected] Abstract 1Faculty of Education of Albacete, University of Castilla-La Mancha, This study analyzes the application of game-based learning and gamification using 02071 Albacete, Spain MinecraftEdu, which allows for an exploration of the possibilities regarding immersive Full list of author information is learning environments. We analyze the contributions of second-year university students available at the end of the article who are pursuing a degree in Primary Education and are enrolled in a subject entitled Social Sciences II: History and Teaching at Castilla-La Mancha University. On four scales, we detail descriptive data and statistical inference through a quasi-experimental design using a Wilcoxon test and a sign test. The instruments provide content and construct validation based on data triangulation as a strategy. Despite the fact that participants consider video games as non-essential tools in an educational context, they value the fact that game-based learning through immersive environments allows for learning that involves a higher level of activity and engagement of the students. Interest level, educational innovation and motivation are valued positively and show statistically significant improvements. Keywords: Game-based learning, Interactive learning environment, Pedagogical issues, Primary education, Teaching/learning strategies Introduction Preparing students for learning a new culture imposed by our virtual era (Adell and Castañeda 2012) is a challenge for educators and it forces us to rethink the goals of education (European Commission 2013; Mishra et al.
    [Show full text]
  • Gamification in Education: a Systematic Mapping Study
    Dicheva, D., Dichev C., Agre G., & Angelova G. (2015). Gamification in Education: A Systematic Mapping Study. Educational Technology & Society, 18 (3), 75–88. Gamification in Education: A Systematic Mapping Study Darina Dicheva1*, Christo Dichev1, Gennady Agre2 and Galia Angelova2 1Department of Computer Science, Winston Salem State University, Winston Salem, North Carolina, USA // 2Institute of Information and Communication Technologies, Bulgarian Academy of Sciences, Sofia, Bulgaria // [email protected] // [email protected] // [email protected] // [email protected] *Corresponding author (Submitted July 21, 2014; Revised November 16, 2014; Accepted November 22, 2014) ABSTRACT While gamification is gaining ground in business, marketing, corporate management, and wellness initiatives, its application in education is still an emerging trend. This article presents a study of the published empirical research on the application of gamification to education. The study is limited to papers that discuss explicitly the effects of using game elements in specific educational contexts. It employs a systematic mapping design. Accordingly, a categorical structure for classifying the research results is proposed based on the extracted topics discussed in the reviewed papers. The categories include gamification design principles, game mechanics, context of applying gamification (type of application, educational level, and academic subject), implementation, and evaluation. By mapping the published works to the classification criteria and analyzing them, the study highlights the directions of the currently conducted empirical research on applying gamification to education. It also indicates some major obstacles and needs, such as the need for proper technological support, for controlled studies demonstrating reliable positive or negative results of using specific game elements in particular educational contexts, etc.
    [Show full text]
  • Games and Gamification Literature Review
    GAMES AND GAMIFICATION LITERATURE REVIEW CENTER FOR ADVANCED HINDSIGHT Duke University Center for Advanced Hindsight 334 Blackwell St, Durham, NC 27701 Advanced-hindsight.com/ 1 This literature review was created by the global team at the Center for Advanced Hindsight: Jan Willem Lindemans (contacting author: [email protected]) with Nina Bartmann, Judson Bonick, Samantha Garland, Riya Gilja, Will Hopper, Ting Jiang, Rebecca Kelley, Katya Kuzi, Ciara Lutz, Alex Moog, Andrew Schneider and Alec Wall. We acknowledge and appreciate the generous gift from Joep Lange Institute that has been crucial in making this work possible. Interested in collaborating with the Global team, contact: Ting Jiang, Principal, Global Health and Development: [email protected] 2 INTRODUCTION: SOME CONCEPTS 3 GAMIFICATION OF LEARNING 6 EDUCATIONAL GAMES 6 GAMIFICATION OF CONTINUOUS LEARNING 8 WHEN EXACTLY DOES IT WORK? 9 GAMIFICATION OF OTHER ACTIVITIES 13 GAMIFICATION OFTEN IMPROVES BEHAVIORS 13 THE EXTENT OF GAMIFICATION 19 LIMITS TO GAMIFICATION 21 INDIVIDUAL DIFFERENCES 25 EXPERIMENTAL GAMES 28 REFLECTION 30 REFERENCES 31 3 INTRODUCTION: SOME CONCEPTS Interventions in health and personal finance increasingly make use of games and gamifications. By now there is a substantial literature on the impact of games and gamification. Before discussing that literature, let us take a moment to review what a game is, and what gamification is. This somewhat tedious exercise is necessary, because gamification is a buzzword used in many different ways, some of which have little to do with games. game /geym/ According to the Oxford Dictionary, a game in the broad sense is “an activity that one engages in for amusement or fun”.
    [Show full text]
  • Gamification in Introductory Computer Science
    GAMIFICATION IN INTRODUCTORY COMPUTER SCIENCE by KARA ALEXANDRA BEHNKE B.A., University of Colorado Boulder, 2010 M.A., Michigan State University, 2014 A thesis submitted to the Faculty of the Graduate School of the University of Colorado Boulder in partial fulfillment of the requirement for the degree of Doctor of Philosophy ATLAS Institute 2015 This thesis entitled: Gamification in Introductory Computer Science written by Kara Alexandra Behnke has been approved for the ATLAS Institute ____________________________________ John K. Bennett ____________________________________ Dirk Grunwald ____________________________________ Clayton Lewis ____________________________________ Jane Prey ____________________________________ Doug C. Sicker ____________________________________ Diane E. Sieber Date _____________ The final copy of this thesis has been examined by the signatories, and we find that both the content and the form meet acceptable presentation standards of scholarly work in the above mentioned discipline. IRB protocol # 15-0018 IRB protocol # 15-0119 Behnke, Kara Alexandra (Ph.D., ATLAS Institute) Gamification in Introductory Computer Science Thesis directed by Archuleta Professor of Computer Science and Professor of Electrical and Computer Engineering Dr. John K. Bennett This thesis investigates the impact of gamification on student motivation and learning in several introductory computer science educational activities. The use of game design techniques in education offers the potential to make learning more motivating and more enjoyable for students. However, the design, implementation, and evaluation of game elements that actually realize this promise remains a largely unmet challenge. This research examines whether the introduction of game elements into curriculum positively impacts student motivation and intended learning outcomes for entry-level computer science education in four settings that apply similar game design techniques in different introductory computer science educational settings.
    [Show full text]