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Abstract
I examine the findings of an action research study focusing on taking a whole class novel study, in an 8 th
grade literacy classroom, and combining it with gamification concepts. The purpose of this study was to
compare the student engagement results of the whole class novel study with added gamification
components to the classs previous whole-class novel study that was done in a traditional novel study
format: teacher or student reads, they take notes, and take a test at the end. I collected data around the
students level of engagement in the classroom, attendance rates, and behavior referral rates. The data
concluded that compared to traditional styles of whole-class novel studies, this novel study that
included gamification concepts increased student engagement, improved daily attendance, and decreased
negative behaviors.
Definitions
Gamification: Gamification (gamified) can be defined as the adding of game elements to non-game
contexts (Kut et al., 2006).
Student engagement: the extent to which students take part in educationally effective activities (Kut et al.,
2006).
Citation
Kuh, G. D., Kinzie, J., Buckley, J. A., Bridges, B. K., & Hayek, J. C. (2006, July). What matters to
student success: A review of the literature. In Commissioned report for the national symposium
on postsecondary student success: Spearheading a dialog on student success.
Introduction
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From the time children are born they are constantly experiencing, playing, and
experimenting in the world around them. From the teetering wobble of steps, to playing with
puzzles, to tasting a new food, they explore the world by being curious about things. A child will
be drawn to the heat of a fire, but once burned will learn to keep their distance. However, when
children reach school age, particularly middle school, we take it upon ourselves as educators to
take away the ability to explore and have fun. Students are to memorize terms and produce
accurate answers on standardized tests. However, many researchers and educators would argue
that children learn best from their mistakes. Take that child that is draw to the heat and burns
themselves; the mistake has taught them more about fire than any lecturer can (Sheldon, 2012).
The term gamification was first coined by Nick Pelling back in the 90s (Sanmugam,
Zaid, Mohamed, Abdullah, Aris, & Suhadi, 2015). In 2015, Sanmugam and fellow researchers
discovered that its roots can be traced back to the early communist thought and transgressed to
the soviet era; where it was used as a substitute for financial incentives to carry out any work.
Over the past several decades, gamification has expanded beyond Communist Russia and that of
the business world and has seeped into classrooms as a way to enhance a curriculum and make
school fun again. Gamification can be used to change behavior, to educate, or to motivate using
game elements such as points, badges, and leaderboards (Sanmugam et al., 2015).
decided to focus my study on the impact gamification has on student engagement. I did this by
studying the combination of gamification and a whole-class novel study within an 8th grade
literacy classroom. While observing this particular class I discovered that when students
combined their novel study with gamification class attendance rose and behavior referrals
decreased.
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(Mertler, 2012); see Figure 1. I chose this because of the flexibility within the cycle. First, I
selected an area of interest to research. In order to do this, I completed a journal every day after
qualitative and
with analyzing and interpreting what I saw and then went back to collect more data. After
redoing these steps a total of four times, I moved to the final step of taking action. This meant
that I needed to work closer with and coach the teachers I was using in my observations in order
In the coming paragraphs you will discover my specific area of focus, a comprehensive
literature review discussing previously conducted research, my personal research and the
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The purpose of this action research study is to identify areas that are of high need in my
building. This year my school has chosen to focus on increasing student achievement in 8th grade
literacy. This goal is part of our 2015-2016 SIP and is measured through the proctoring of Iowa
Assessments. Studies show students become more disengaged form school as they progress
from elementary to middle to high school (Klem & Connell, 2004). Many studies link high
levels of engagement with high levels of student academic success. I am using my action
research study as a progress monitoring tool, to help identify the level of engagement of twenty-
one 8th grade students in a co-taught classroom. This is a very high-needs school, with an
this action research plan to help break up the monotony of a whole-class novel study, using
There are many variables to this research study. I am extremely interested and excited
about gamification, however, some of my colleagues are not. I think the intensity and enthusiasm
with which this is presented to students could dictate how engaged they become. In addition, the
classroom I am focusing on is a co-teaching classroom, so the fact that two teachers will be
presenting the material and game with different levels of enthusiasm and understanding could
impact different students and their levels of engagement. Finally, I have chosen a unique, modern
book to have students work with. The book is Unwind by Neal Shusterman. This book includes a
variety of controversial issues some of which students might disagree with, which could alter the
amount of engagement.
Research Questions
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The following research question is being examined for this research study:
1. What is the extent that student engagement is impacted when implementing gamification
Literature Review
There is limited literature around the area of gamification and its link to student
engagement. Most of the literary works are focused on gamification or game-based learning and
connecting that to student achievement. This literature review was conducted in hopes of
connecting both fun in the classroom through gamification with student engagement (See
Appendix A). Thus, this literature review examines the overarching themes found in a collection
of articles related to gamification and student engagement. One common theme found in
literature that will be discussed is the definition of gamification and how it is necessary to be
correctly implemented in classrooms. Second, the review outlines the ARCS model of teaching
and its aid in incorporating gamification to enhance student engagement. Finally, this review will
highlight the ability gamification has to affect student engagement, as judged by increased
attendance rates, decreased behavior issues, participation, and general student enthusiasm.
According to Kuh et al. (2006) gamification (gamified) can be defined as the adding of
game elements to non-game contexts. Student engagement can be defined as the extent to which
students take part in educationally effective activities (p. 7). Lee Sheldon, professor and author,
(Sheldon, 2012, p. 75). Many researchers and academics would agree with this concise
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definition. Although the definition remains fluid as this new concept is more clearly defined one
thing remains clear, the only time gamification is effective is when it is implemented correctly.
Institute of Technology, done right, gamification can help enrich educational experiences in a
way that students will recognize and respond. As stated by Sanmugam et al. (2015), meaningful
gamification will only succeed if it puts the needs of the users first over the needs of an
organization. In order to incorporate gamification into a class so that students are engaged many
things must take place. First, when planning a learning activity, gamification should be done and
planned at the same stage because gamification cannot do much with the low quality or poorly
planned material and activities. Teachers need to identify the levels of student motivation. In
addition, teachers need to have the necessary knowledge about gamification. Without these
things, students will not be as engaged or enthusiastic about the game and their learning.
Gamification will collapse on itself and teaching will resume in the traditional lecture and rote
memorization as it was once. The next step in creating an engaging environment through
Keller (1999) reported that a lack of motivation is a major cause of student attrition;
however, effective educators have the ability to directly increase the level of motivation of
students. There are four components of the ARCS model in order to increase motivation:
Attention, Relevance, Confidence, and Satisfaction (Hamzah, Ali, Saman, Yusoff, & Yacob,
can enhance attention by presenting material in a new or intriguing way or even by using
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unexpected events like noises, unexpected movements, or songs. Relevance can be demonstrated
explains that confidence is a measure of a persons expectancy for success. When using
gamification, teachers can instill confidence in a student at a moments notice. They can award
them more experience points (XP), they can award them a new badge for a completion of a task,
or they tell them that their answer was correct. That instant feedback piece is essential when
factors including teacher enthusiasm, quality of instruction, and clarity of expectations, all of
which may influence a students performance and their feelings about that performance (Keller,
2008).
When students are not motivated to learn the material they will not be engaged in the
lesson. The opposite of engagement is disaffection and disaffected children are passive, do not
try hard, and give up easily in the face of challenges (Skinner & Belmont, 1993). Although an
effective way of teaching, the ARCS model does not connect to gamification. Thus, Hamzah et
al. (2015) introduced the ARCS+G model (See Appendix B). This model brings to life an
effective teaching practice mixed with gamification to increase student engagement through their
motivation. The essential elements in the interaction of human desire and game play is taken into
the ARCS+G model. The gamification elements used and incorporated with the ARCS model are
based on the game dynamics such as reward, status, competition, achievement, self-expression,
and altruism. In this model, gamification elements added in the categories of confidence and
satisfaction based on the ARCS model (Hamzah et al., 2015). Specific descriptions for each
category of the ARCS+G model can be found in the diagram in Appendix B. Finally, to ensure
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engagement through gamification teachers must understand what gamification is and is not and
It is imperative that good teaching take place in order to engage students in their studies.
Research suggests that students who are motivated and actively engaged in the learning process
perform better in the classroom than those who are not (Rouse, 2013). Children who are
emotional tone (Skinner & Belmont, 1993). In addition, they show generally positive emotions
during ongoing action, including enthusiasm, optimism, curiosity, and interest (Skinner &
Belmont, 1993). One way to keep students engages and generally positive might be through the
use of gamification.
Nearly all of todays adolescents (ages 12-17) are gamers who primarily play games
indicates that the use of games has improved enjoyment, motivation, and long term retention
(Rouse, 2013). There is evidence that play within a learning context could help prepare students
for academic and vocational work. Walsh (2014) believe that with enough play, the brain works
better stating, In an unpredictable, changing world, what we learn from playing can be
transformed into other novel contexts (p. 41). The world surround students is evolving and play
can help them adapt to and prepare them for the future. Gamification can be that bridge that
allows students to play and unite new information and the learning environment to create a
culture of learning where learners are engaged in play to construct knowledge daily.
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Gamification is the incorporation of gaming elements like badging, leader boards, XP,
share experiences in order to build knowledge and support a fostered sense of intellectual
growth. Vygotsky (1978) suggested that students have improved motivation when they interact
with others, have fun, and experience small successes. This is precisely what gamification sets
out to do. According to Small (2000), educational games provide interest, variety, and novelty to
encourage attention. They increase confidence by establishing clear objectives and providing
feedback as the students proceed, which will ultimately build confidence. Finally, the
recognition, the successful completion of games, and the feeling of fair treatment, through the
implementation of class rules that are offered by game play contribute to the feeling of
Summary
After reviewing previous research conducted by scholars, it was apparent that three major
themes can be found in most articles. First, it is necessary to be able to define gamification and
the proper way to implement it in classrooms in order to achieve the desired effect from students.
In addition, good teaching practices following the ARCS or ARCS+G model would be beneficial
to motivate and engage students. Finally, it was apparent that although there were not results
reported that focused specifically on gamification and the enhancement of student achievement,
there was significant data supporting gamification for improving student engagement.
With so many games infiltrating our world, students are exposed to material presented in
competitive manners. For example, competitions on who can walk the most steps motivate co-
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workers to exercise and be healthier in order to win. These inconsequential competitions work
exactly like gamification should. It should motivate those playing to achieve the goallearning
the material. In Marzanos Instructional Framework (See Appendix C) these would fall under
Design Question 5, which is all around how to engage students in the classroom. The game
intrigues students, makes them competitive, and motivates them to be more engaged in class to
beat their peers. This in-turn provides a more participatory class, with higher attendance, and less
behavior concerns. You will see evidence of this in the coming paragraphs where I discuss the
findings to my research. In the next section, you will find details about the interventions that
Intervention
classroom instruction. In this instance, I worked with two first-year teachers who needed support
in student engagement. With engagement being shown through participation and enthusiasm,
severely low and potentially impairing student achievement, I taught both teachers about
gamification and helped co-plan a whole-class novel study unit. I chose to observe their attempt
at spinning their typical novel study, usually conducted as a whole class novel, into a gamified
unit. The competitive nature of the game was conducted in order to increase engagement.
Halfway through the teachers attempt at gamifying the whole-class novel, they decided
to change the rules of the game to keep students on their toes. They went from having students
compete as teams to competing individually. In addition, the removed the fear aspect, of being
kicked out of their group, and added a peer pressure component, where students had to pledge
their weekly points to one of five classmates. Once pledged, they could not change their points
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until the next week. If their chosen classmate did well that week their points could double, if
their chosen classmate struggled with behavior and academics those pledged points would be cut
in half. The spin mimicked what was happening within the book and was a great change.
However, this called previously collected data into question in the form of validity when
innovative step for next year. Both teachers have committed to building this into an online unit
that could be used in a blended learning environment. They want to incorporate online badging
and a virtual leaderboard that could be displayed online for students to check at their
convenience. In the next section, the researcher displays the negotiations taken in order to
Negotiations to be Taken
through Iowa State University, I have completed the IRB Human Subjects training in order to be
In addition, I communicated with my school principal to notify parents that student data
would be taken anonymously and not published beyond that of my classroom. Since the students
involved were older than the age of 12, which according to the HHS committees whose
regulations are followed within IRB reviews, the subjects were allowed to state for themselves if
they wished to be considered. All students who participated in the study were read the same
waiver of participation and understood the findings were solely for academic purposes.
research. Mere failure to object should not, absent affirmative agreement, be construed as
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assent. No students or parents objected to being included in the study. In order to better
understand the study, a breakdown of the school and classroom descriptions have been laid out
by the researcher.
Setting Description
6%1%
12%
33%
22%
26%
conducted in a large, metropolitan, public middle school in Iowa. This school has a wide range of
diversity. There are 786 students in this 6-8 grade middle school; 33% are Hispanic, 26% are
African American, 22% Caucasian, 12% Asian, 6% identify as multi-racial, and the remaining
1% is made up of Native American and Pacific Islander; See Figure 2. In addition to their racial
diversity, the school has a 100% Free and Reduced Lunch rate. Also, the students range from
severally disabled to talented/gifted and everything in between. This school is one of the top 5
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schools in the district that is considered at risk, and is the second leading school, in the 60-school
Participant Description
One 8th grade literacy classroom was specifically focused on for this research. This class
was chosen based on the teachers feelings of the students severe lack of engagement in this
particular block. This class is the students fourth core (math, science, social studies, literacy)
class of the day and takes places right after lunch. In this literacy class, there is a general
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CLASSROOM DEMOGRAPHICS
African American Hispanic Asian Caucasian
14%
14%
43%
29%
both of whom are in their first year of teaching. There are 11 boys and 10 girls; 43% African
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American, 29% Hispanic, 14% Asian, and 14% Caucasian; See Figure 3. Within this group of 21
students, four were pulled two times throughout a 6 week span to do engagement study
interviews. They were interviewed two weeks in after students were introduced and experienced
the gamification of the novel study, and four weeks in, after the rules and path of the game
changed. This group had two girls and two boys of various races, religious backgrounds, and
Timeline
This research project was a short-term study conducted over six weeks in an 8th grade literacy
of focus, collecting data, organizing the found data, analyzing and interpreting the data, taking
action (which included presenting the finding and planning next steps). Further details about
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engagement
Worked with teachers to begin implementation of
gamification
Collected Qualitative Data through: student surveys,
April 30, 2016 interviews, and observations
Collected Quantitative Data through: student surveys,
interviews, observations, attendance and behavior reports
Analyzed & Interpreted data collected
Worked on sections of AR Plan
Collected Post-Survey data from students
April 18- Conducted Exit Interview with teachers
Phase 4 Analyzed and Interpreted Data collected
May 1, 2016 Finished Writing Action Research Plan
Presented Research Findings to Colleagues
In the next section, the researcher discusses how the data listed within the timeline was
collected.
Data Collection
Data for this study were gathered throughout the six-week time frame from multiple
sources: researcher observations of classroom activities during different stages of the unit,
students written self-reflections, informal conversations with the teachers and students,
comparative attendance records and behavior referrals, and the results from an at-task student
observation form.
Students were informally interviewed about their initial thoughts on the whole-class
novel and the implementation of gaming elements. At the end of the students were interviewed
again about the gamification of the novel, the rule changes, and their level of engagement
Data were also gathered from students through classroom observations and an at-task
student observation form completed by the researcher. The student participants were each
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assigned a number to represent their responses from the data collected. Students data used in the
data analysis and interpretation section are coded with each students assigned number and the
following abbreviations:
Data were also collected from the teachers. The teachers had informal and formal
conversations during this process. The informal conversations were held during those teachers
PLCs, professional learning communities, when meeting with their team teachers. The formal
conversations were held during individual meetings set up with the Instructional Coach, per their
learning cycle requirements. They were also interviewed at the end of the unit about their
experience with gamification and whole-class novel studies. Data collected from the teachers
were also coded. Since there were two teachers in the classroom, a general education teacher and
a special education teacher, they were labelled in the data collection. The following abbreviations
are used:
The data collected through theses means and tools has been analyzed and
interpreted. All findings are discussed and elaborated on within the Data Analysis and
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Much of the data the researcher collected was through classroom observations and an at-
task observation form. This data allowed the researcher to get a feel for the enthusiasm and
engagement levels of multiple students at one time. On day one of the teachers implementing the
game into their whole-class novel study several students had their heads down on the desk when
T2: Shes here to help us play our game. She made it last year and knows how to help it
be more fun?
T2: Yes, thats what all these directions were explaining are for.
STUDENT 13: (now smiling and clapping) Oh, Ive so got this. You all are going down.
Ok, tell me how to play.
As soon as students realized the researcher was there to help the game and watch the
initial stages, rather than pull students from the classroom for a consequence, students seemed
more interested in what was going on. Their heads lifted off the desks and there was more small
chatter about who was going to pick whom for their group mates. Skinner and Belmont (1993)
suggest that engagement is shown generally through positive emotions during ongoing action,
accomplish anything in class; see Appendix E. They seemed apathetic and disaffected by the
teachers in the room. Keller (1999) reported that a lack of motivation is a major cause of student
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attrition; however, effective educators have the ability to directly increase the level of motivation
of students. Some of the student perceptions of class before gamification was implemented were
All we do is read.
She doesnt care if were on our phones. Its not like we do anything anyways.
According to the pre-test data, presented in the form of a Likert scale, the below
information was discovered about the 8th grade literacy course as it has been traditionally
taught all year; See Table 2. In this case, this literacy class was a combination of rote
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Based on these results, it was conclusive to the researcher that most students felt like this
was an okay literacy class, however were more verbally negative about it. 60% of students
rated themselves as attending regularly, and participating on daily basis. In addition, it gave the
teachers and researcher an insight to how students felt about working in groups. This reiterated to
the teachers that they were making the correct decision to allow students to work together in the
first half of the gamified novel study. However, the last question asked to students showed
teachers and the researcher that students did not love the class because only 53% agreed or
strongly agreed with recommending this literacy class to future students. This motivated the
teachers to strongly implement the gamification techniques in order to win back students and
Several of these questions were essential to finding out the students levels of
engagement. For example, I know that T1 and T2 care about me personally. According to
Klem and Connell (2004), Middle school students were almost three times more likely to report
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engagement if they experienced highly supportive teachers, (p.270). With 93% of students in
this study saying they knew their teachers cared about them gave students the reassurance of
supportive teachers and encouraged them to be more engaged in class. Due to conflicting
anecdotal data and quantitative data, the researcher spent a lot of her time asking students
questions like:
class?
Having this formative data-led PLC discussion, and getting the opportunity to plan with
teachers during their PLC time, gave the teachers direction and allowed them to be responsive to
Unfortunately, one time the formative data pushed the teachers too far and inspired them
to change the format of the game. Originally, students were placed in teams of 3-5 students.
These students worked together on a daily basis for 4 weeks in order to earn points. These
students read together, collaborated on daily comprehension questions, and completed a group
quiz twice a week. At the end of each week, the group with the highest points earned a small
reward and bragging rights for a week. After the 4-week marker, teachers felt, based on the
feedback from the researcher and using Marzanos Element 33: Demonstrating Withitness that
students were getting bored with the game; therefore they changed the rules. Instead of
competing as a group, the teachers chose 5 leaders or Goldens for the class. Each week
students competed individually for points. They would pledge their points weekly to one of the
Goldens. If the Golden was rated positive by teachers, everyone who pledged to that Golden had
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their points doubled. If the Golden as rated not positive, everyone who bet on that Golden had
their points cut in half. This significantly changed the game and the attitudes of students.
At first, students seemed confused and lost at the rule change. Many phrases, such as the
following, could be heard throughout the 45-minute class period when the teachers were trying
This is dumb.
However, once the students were placed in their new groups and the Goldens were
identified, these Goldens being the high flyers of the room, the attitudes changed. The Goldens
were on board, attentive, participating, and engaged in class. Seeing the change in high-status
students encouraged those who pledged to them to follow their lead. For the next three days,
using the At-Task Observation Form (see Appendix F), every 3-5 minutes the room was scanned
for on task or off task behavior as demonstrated by all students. Each student being randomly
assigned a number had their actions recorded. The researcher found that student attentiveness,
participation, and engagement was at an all-time high. According to Kuh et al. (2006), student
engagement can be defined as the extent to which students take part in educationally effective
activities (p. 7). On average, 89% of students were on-task at all times.
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At the end of the 6-week study, summative data was collected from multiple sources: the
students, teachers, and classroom attendance and behavior data. The student data was again in the
form of an eight-question Likert scale post-survey, as well as a five question self-reflection of the
gamified unit (See Appendix G). The responses from the Likert Post-survey scale and self-
Comparatively, after gamification, students scored many of the questions with a higher
Likert score. Moreover, a higher percentage of students said they felt like their teachers knew
how to make students feel enthusiastic about the content. Additionally, 81% of students said they
would recommend this course to their peers compared to a measly 53% of students before
gamification was implemented into their whole-class novel study. See Figure 4 for comparative
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As stated by the data analyzed above, there are significant increases on the scale for many
questions. Unfortunately, the researcher found that the Likert scores dropped for questions 6-8 on
the post test. On the other hand, the researcher and teachers were excited to see that students
wanted to attend class more and that their teachers made them more enthusiastic about the
content. Based on, Kuh et al. (2006) statement that, student engagement can be defined as the
extent to which students take part in educationally effective activities (p. 7). This data, based
In addition to Likert scales, summative data was collected in the form of student self-
reflection. Some of the common themes and trends found in the qualitative data collected
through a self-reflection form are stated below. Students were to reflect on:
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1. Do you feel like you were more engaged during class while reading Unwind
This class is so much more fun than when we read the other books.
Im more engaged during class while reading Unwind compared to the other novels.
I was way more engaged in Unwind because its interesting and the finale is amazing! It
hooks you in!
Yes, I feel engaged [in class] because I feel like the book Unwind is interesting and it
gets me anxious to see what is going to happen next!
2. What are your thoughts on gamifying this book? Did you like that it was a game?
I like the game but can we play Kahoot more?
3. Did you like that like that rules/groups changed in the middle of the game?
Yes, its all very cool!
Yes, cus games are fun and I didnt end up being unwound.
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Yes because it related to the book and what we were reading. I liked getting to work in
groups with friends but I didnt like working in groups with people who werent my
friends.
It was nice to see how other kids are with teamwork and how they learn and listen to
Other anecdotal comments were collected throughout classroom observations. Some comments
that were stated by students and overhead by the researcher are as follows:
We are so gunna win. We have almost 100 points more than everyone else.
This is so much better than just readin the book an answerin questions.
The majority of the student-reflection data collected showed positive trends that
supported a changed perception of the class. The gamified whole-class novel study impressed
that there was more participation, a higher level of enthusiasm, and more engagement.
In conjunction with a mass amount of student data collected from in class, the researcher
used the teachers Infinite Campus data on their students attendance and behavior referrals (BR)
for this class; See Figure 5. Attendance data (AD) focused on class absenteeism and behavior
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The charts show a decline in student referrals as compared to the teachers whole-class
novel studies that did not include gamification tactics, as presented in the beginning of the year.
According to Skinner and Belmont (1993), children who are engaged show more sustained
In addition, the attendance chart captures the decline of absent students throughout the
novel studies. It is obvious that there were fewer absences and a higher decline rate in referrals
while reading Unwind and combining it with gamification. One way to judge engagement is
Summary
literacy class. Overall, student Figure 5. Comparative Behavior Referrals & Attendance Data
perceptions of the class were more positive, there was a decrease in both student absenteeism and
behavior referrals, and comparative medians of Likert items increased in several areas.
Action Planning
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Reporting findings
results found in this action research project to support that notion that
The researcher will share the results with the eighth grade literacy PLC
team, before the end of the school year, as they were looking for ways to
with the eighth grade literacy team will gain a deeper understanding of
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researcher will set up the gamification environment for the eighth grade
teachers, as well as implement and co-teach the first unit with the eighth
In addition, the researcher will also share the results with the other
grade levels. If they are willing to participate, the researcher will work with
next year.
this research, there are a few additional steps that need to be explored.
These ideas were used to develop the next cycle of the action research plan.
First, with the unit not quite completed, there will be incoming data to analyze that could
further affect current findings. This data could reflect a longitudinal study, through the course of
a 6-week unit. This data would include a further comparison of attendance and referral data. In
addition, it would include more in-depth interviews with students and teachers to help identify
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Also, there is a lot of planning that changed the layout of the game. In the future, I will
need to work with teachers more closely to help plan out the unit in one chunk, so there are no
surprises and the teachers can take into account the changes they want to make and how it could
affect student engagement. In particular, switching the rules in future games, like they did this
cycle, might throw off student routines which could cause behavior issues. If there is an increase
in negative behaviors from students the level of engagement would drop, due to distractions.
In the second round of research, the teachers and researcher would like to implement
more of a game-based unit or delve deeper into gamification. For example, they would like to put
the leaderboard online, include virtual badging, and change the grading system to reflect that
more of a game where students receive experience points (XP) and that helps identify their
grade.
In the future, I believe that there needs to be further longitudinal students surrounding
gamification and the connection with student engagement. Much research has been conducted
around gamification and student achievement; however, there are conflicting views on the
in these two areas need to in order to judge the merit and validity of adding gamification to
classrooms, as is the need to address the discrepancies between previously collected data.
Challenges
One challenge the researcher faced while identifying data points was
having the majority of the data out of her control. Since the classroom
belonged to two other teachers, the researcher did not have access to
attendance and referral data. Therefore, the attendance clerk had to retrieve
all of the information. The researcher was at the mercy of data clerk and her
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Another challenge the researcher faced during the study was having
the teachers change the rules of the game. The gaming components moved
individually. This changed the concept of how students behaved, the level of
One challenge with making the future steps of this action research plan
come to life is the technological resources available for the students in this
school. There is not a computer lab that students can use on a regular basis,
merely computer carts and iPad carts that teachers have to reserve on a first
come first serve basis. This reservation can only be made for one day at a
time since there is such a high demand on their supply. To alleviate this
challenge, teachers will have to work more closely with the building tech
specialist and create a way for more computers to become available for
student use for a longer period of time or on a more frequent basis. The
Reflections
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continue learning and discovering new ways that gamification and game-
setting.
After working closely with the 8th grade PLC team, for more than 6-weeks in an intensive
learning cycle, on implementing gamification techniques the researcher learned that teachers
need more professional learning around the difference and the how-tos of gamification and
game-based-learning. In addition, it was obvious to the researcher that those teachers who were
more interested in incorporating games into the learning environment have seen better
engagement, attendance, a decrease in negative student behavior, and a higher student motivation
for learning. After reviewing this information, it is necessary to share this information with
others in the school and district so they can see the positive impact gamification has on student
engagement and how it can be positively incorporated into multiple content and grade levels.
Conclusion
shows the emphasis on meaningful materials are essential to motivation. According to their
Engagement Model of Instruction there are six instructional practices to incorporate for
engagement; See Appendix H. The gamified unit of Unwind hit five of the six components:
Collaboration Support. Incorporating five of the six components shows the lessons are more
engaging and cognitively complex for students to participate in, building meaningful materials
essential to motivation
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Unwind Student Engagement
After capturing common themes of the student self-reflections, reviewing the quantitative
data, and reflecting on the overall student perceptions towards the class, it is evident that the
students were more engaged and enthusiastic during the whole-class novel that was gamified
than compared to the novel studies conducted at the beginning of the year that did not encompass
gamified characteristics.
34
Dis
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Title Variables Considered in the Study
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Intrinsic on Motivatio secondar e
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ation learnin
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e of , Ali, Mar on Motivati Learnin s lack of Doesnt
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ation on Yusoff, 5 on the
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definition etc.
Disserta Kelly Ma Gamificati ARCS (neg) (pos) Provide Y
tion Rouse y on and model & doesnt includes s further
Unwind Student Engagement
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Unwind Student Engagement
Parents,
However, if you wish to not have your child anonymously appear in data
collection for this research study please let me know. Should you have any
questions and/or concerns, or would like to learn more about my study, please
feel free to contact me.
Sincerely,
Shannon Camodeca
TLC Instructional Coach
Shannon.camodeca@dmschools.org
(515) 242-8445
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Unwind Student Engagement
Directions: Please fill out this survey to the best of your ability.
1 = Not true 2 = Slightly true 3 = Moderately true 4 = Mostly true 5
= Very true
7. I know that Ms. Edelman and/or Ms. Bottjen care about me personally. 1 2 3 4 5
8. I would be more engaged in class, and participate more, if I got to work
1 2 3 4 5
with my peers regularly.
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Unwind Student Engagement
This technique provides data on individual students engagement levels. Each square is a student. Scan
the classroom every 3 to 5 minutes ("sweep:). Record the time of the sweep and a brief notation as to the
activity taking place. Focus once on each student briefly during each sweep. For each student, record an
at-task (+) or off-task notation. The following questions could be asked in reviewing the data: What was
the predominant off-task behavior? During which activity did most off-task behaviors occur? During which
sweeps were most students off-task? Which students were off-task most often? Possible
reasons/recommendations?
Sweeps: Every 3-5 minutes record the time of the sweep and a brief notation of
activity taking place at that time:
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Unwind Student Engagement
Directions: Please fill out this survey to the best of your ability.
1 = Not true 2 = Slightly true 3 = Moderately true 4 = Mostly true 5
= Very true
7. I know that Ms. Edelman and/or Ms. Bottjen care about me personally. 1 2 3 4 5
8. I would be more engaged in class, and participate more, if I got to work
1 2 3 4 5
with my peers regularly.
1. What about this class excites you? (i.e. Unwind, game, classmates,
etc.) Explain your answers.
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Unwind Student Engagement
2. Do you feel like you are more engaged during class while reading
Unwind compared to the other novels you have read in class?
Explain why your answer.
3. What keeps you engaged during class (i.e. different ways to read,
projects, student choice)? Why?
4. What would you like to do more of in class?
5. What are your thoughts on gamifying this book? Did you like that it
was a game? Did you like that the rules/groups changed in the
middle?
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Unwind Student Engagement
Guthrie, J.T., & Davies, M.H. (2003). Motivating Struggling Readers in Middle School through
an Engagement Model of Classroom Practice. Reading & Writing Quarterly, 19(1), 59-
85. doi: 10.1080/10573560308203
Hamzah, W. M., Ali, N. H., Saman, M., Mohd, Y., Yusoff, M. H., & Yacob, A. (2015). Influence
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Engagement and Achievement. Journal of School Health, 74 (7), 262.
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Thousand Oaks, CA: SAGE.
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Sheldon, Lee. (2012). The Multiplayer Classroom: Designing coursework as a game. Boston,
MA: Cengage Learning.
Skinner, E.A., & Belmont, M.J. (1993). Motivation in the Classroom: Reciprocal effects of
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Psychology, 83(4), 571-581.
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Vygotsky, L. (1978). Interaction between learning and development. Mind and Society. (79-91).
Camobridge, MA: Harvard University Press.
Walsh, A. (2014). The potential for using gamification in academic libraries in order to increase
student engagement and achievement. Nordic Journal of Information Literacy in Higher
Education, 6(1), 39-51. Retrieved February 21, 2016.
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