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.
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
Location
Winona, Minnesota
Recommended Citation
May, Alan, "Gamification, Game-Based Learning, and Student Engagement in Education" (2021). Leadership Education Capstones. 55.
https://openriver.winona.edu/leadershipeducationcapstones/55
Included in
Educational Leadership Commons, Educational Technology Commons, Leadership Studies Commons