Date Capstone Completed

4-2021

Document Type

Capstone Paper

Degree Name

Masters of Science in Leadership Education: Sport Management

Department

Educational Leadership

Advisor

Theresa Waterbury

City

Winona, Minnesota

Abstract

Over the past few years the application of educational technology in the classroom setting has been increasingly popular. Educators at all levels, primary, secondary, and post-secondary have been exploring best practices in the use of educational technology and the impact that educational technology has on student learning. Many educators have explored the idea of gamification and game-based learning in their classrooms to improve student learning and student engagement. Using technology to create a gamified or game-based learning shows positive results and has fostered an environment that encourages students to collaborate with their peers, engage with content material, and stay motivated to learn. The use of leaderboards and badges along with other game elements contributes to an enjoyable learning environment for students. Gamification and game-based learning increased students’ engagement, self-efficacy, and enjoyment of learning.

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