From Dissertation to Innovation: How Research Fueled the Development of Gamified Educational Software

Presenter(s)

Sadie Gunnink

Abstract

This presentation describes the journey from research to patent, demonstrating how dissertation findings on the impact of gamified learning in an MTSS Tier 2 reading intervention directly influenced gamified educational software design and development. The research explored how gamified software affected student achievement and engagement compared to traditional intervention methods. These findings shaped the creation and patent of an adaptive educational game process, aligning with Self-Determination Theory (SDT) and the Technology Acceptance Model (TAM) to foster motivation, autonomy, and engagement.

This session discusses the challenges of moving from research to securing intellectual property, offering insights into the patenting process and the obstacles faced along the way. Gain insight into how academic research can drive EdTech innovations and translate them into real-world educational solutions.

College

College of Education

Department

Education Doctorate

First Advisor/Mentor

Steven Baule

Second Advisor/Mentor

Danielle Schrock

Third Advisor/Mentor

Norb Thomas

Location

Oak Rooms E/F, Kryzsko Commons, Winona State University, Winona, Minnesota

Start Date

4-24-2025 1:00 PM

End Date

4-24-2025 1:20 PM

Presentation Type

Oral Presentation

Format of Presentation or Performance

In-Person

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Apr 24th, 1:00 PM Apr 24th, 1:20 PM

From Dissertation to Innovation: How Research Fueled the Development of Gamified Educational Software

Oak Rooms E/F, Kryzsko Commons, Winona State University, Winona, Minnesota

This presentation describes the journey from research to patent, demonstrating how dissertation findings on the impact of gamified learning in an MTSS Tier 2 reading intervention directly influenced gamified educational software design and development. The research explored how gamified software affected student achievement and engagement compared to traditional intervention methods. These findings shaped the creation and patent of an adaptive educational game process, aligning with Self-Determination Theory (SDT) and the Technology Acceptance Model (TAM) to foster motivation, autonomy, and engagement.

This session discusses the challenges of moving from research to securing intellectual property, offering insights into the patenting process and the obstacles faced along the way. Gain insight into how academic research can drive EdTech innovations and translate them into real-world educational solutions.