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The Impact of Gamification on Seventh & Eighth Grade Teachers and Students
SAMANTHA J. LILLY
Table of Contents
ABSTRACT ....................................................................................................................... 3
INTRODUCTION............................................................................................................. 4
TOPIC STATEMENT & PURPOSE ........................................................................................ 4
RELEVANCE ...................................................................................................................... 5
HYPOTHESIS ..................................................................................................................... 5
GUIDING RESEARCH QUESTIONS ...................................................................................... 6
DEFINITION OF TERMS ....................................................................................................... 6
HYPOTHESIS ..................................................................................................................... 5
LITERATURE REVIEW ................................................................................................ 7
HISTORY OF GAMIFICATION ............................................................................................. 7
GAME APPLICATIONS ....................................................................................................... 8
BENEFITS FOR STUDENTS ................................................................................................ 10
MOTIVATIONAL BENEFITS ....................................................................................... 11
POSITIVE LEARNING ................................................................................................ 12
TEACHER PERCEPTIONS .................................................................................................. 13
SUMMARY ...................................................................................................................... 14
METHODOLOGY ......................................................................................................... 15
HYPOTHESIS ................................................................................................................... 15
GUIDING QUESTIONS ...................................................................................................... 16
RESEARCH PARTICIPANTS ................................................................................................ 1
INSTRUMENTS ................................................................................................................... 1
DESIGN ........................................................................................................................... 17
PROCEDURE .................................................................................................................... 17
DATA COLLECTION METHODS AND ANALYSIS .............................................. 19
OBSERVATIONS .............................................................................................................. 19
INTERVIEWS.................................................................................................................... 19
ASSESSMENT OF DATA ................................................................................................... 19
TIMELINE ...................................................................................................................... 20
MAY-JUNE ...................................................................................................................... 20
JULY-SEPTEMBER ........................................................................................................... 20
OCTOBER-FEBRUARY ..................................................................................................... 20
MARCH-MAY ................................................................................................................. 21
JUNE-JULY ...................................................................................................................... 21
BUDGET .......................................................................................................................... 21
TRAVEL/LODGING ........................................................................................................... 21
SUPPLIES ........................................................................................................................ 21
REFERENCES ................................................................................................................ 22
IMPACT OF GAMIFICATION ON TEACHERS & STUDENTS 3
Abstract
This qualitative research study will investigate and describe the impact of gamification on
seventh and eighth grade students and their teachers. The impact of gamification has encouraged
motivation, enhanced positive learning and foster teacher student relationships within the
classroom. This study will examine the perceptions of the students and teachers that utilize
gamification. It will focus on the relationships that are formed between gamification and
motivation as well as gamification and positive learning. The method being used will entail
INTRODUCTION
The implementation of computer games in education has been around for many decades.
Many of these games were for enjoyment but had the underlying effect in the promotion of
learning. Games such as Oregon Trail (1982), Where in the World is Carmen Sandiego? (1985)
and Number Munchers (1986) were a few of the educational computerized pioneers (Edwards,
2015, n.p.). With advances in game systems and technology, the simplicity of these games also
evolved. This evolution has created a new world of computer games and formed the term
“gamification”. How has this new world of gamification affected students and teachers though?
“The term gamification first appeared in 2008” (Nistor & Icaob, 2018, p. 308) thus
launching its entrance into online and traditional education. Since this time, research has been
completed on the relationships between students, teachers and online learning environments with
gamification. Within the few identified studies most address the use of gamification with
students in lower elementary grades (third and fourth grades) or in undergraduates (college
students). These studies do not address the use of gamification in seventh and eighth-grade
students thus creating a need for further research. It is necessary to research the impact of
motivational, positive learning experiences and perceptions of gamification not only on the
students but the teachers as well. The additional information provided from this research will
conclude what gamification is being used by this audience. It will also showcase the support of
positive learning and an increase in motivation in the classroom. The purpose of this study is to
investigate the impact of gamification in the educational setting, in the seventh and eighth grade,
on motivation and the teaching and learning experience of teachers and students.
IMPACT OF GAMIFICATION ON TEACHERS & STUDENTS 5
Relevance
As technology evolves so does the need for how it is utilized and integrated into the
classroom. People are now using computers, tablets, and smartphones at earlier ages than ever
before. Over a million games have been produced and downloaded to these devices. They are
found to be enjoyable as one completes the different levels and advances towards the finish line.
Therefore, why not use this as an advantage in education? Gamification is one of the ways that
can promote motivation, engagement and inspire learning. It can bring games to lessons,
attendance, and behaviors which typically are not thought of as a game. Plus, who would not
Hypothesis
Games are an enjoyable experience. They incorporate friendly competition, focus and
strategy planning, and provide motivation so that one can become the winner. Since gamification
brings life to nongame tasks and challenges, it brings these concepts into the classroom.
Therefore, investigating the benefits of gamification in middle schoolers and how teachers
perceive gamification is essential to the way it is implemented. Most researchers agree that
gamification draws and keeps student attention (Nistor et al., 2018, p. 311; Ozer, 2018, p.113),
improves student-teacher relationships (Nistor et al., 2018, p. 311; Alabbasi, 2018, p. 35), creates
positive learning (Mert & Samur, 2018, p. 74) and is motivating (Ling, 2018, p. 143; Ozer, 2018,
p. 120). The hypothesis for this proposed study is that gamification in the seventh and eighth
grades will have a positive impact on motivation to learn and on the teaching and learning
experiences.
Through exploration in the world of gamification, the topic of its impact on motivation and
the teaching and learning experience of teachers and students, the following questions arose.
These questions are what will guide research and obtain a conclusion that either supports or
How does gamification affect learning in seventh and eighth grade students?
Definition of Terms
Gamification: A game-like element added to non-game tasks that use badges or points,
competition with peers, and leadership boards to encourage participation in the educational
process.
Motivation: The reason one has to continue to learn through a game like application while
manner, in which the learner does not feel frustrated, annoyed or overwhelmed in the process.
Perception: One's view on a particular topic (in this case gamification), and how they react to
Literature Review
History of Gamification
IMPACT OF GAMIFICATION ON TEACHERS & STUDENTS 7
Gamification has been around for centuries. Turco (2017) states that “its roots stretch
back all the way to the late 1890s” (n.p.). Of course, this far back in history, there was no digital
technology like tablets, smartphones, and computers. People were communicating via
handwritten letters and that were sent through the Postal Service. Knowing that people needed
stamps to send their letters, company marketers gave stamps as a reward for being a loyal
customer.
Going forward almost 100 years, entering into the 1980s reward systems expanded.
Airlines, hotels and car rentals started to offer rewards to their loyal customers as well. Starting
the trend first, American Airlines rolled out the first airline loyalty program, AAdvantage, on
May 1, 1981 (American Airlines, 2019). The program works by allowing participants to
accumulate flight miles that can be redeemed for tickets or to upgrade travel class. Since people
were traveling afar they needed a place to stay and sometimes a car to rent, this prompted
Holiday Inn and National Car Rental to introduce their own loyalty programs.
Traveling closer to the present, gamification officially got its start in 2002; when Pelling
(as cited in Nistor & Icaob, 2018) made his “claim that he created the term” (p 308). Pelling
devices in order to make them more appealing” (as cited in Nistor & Icaob, 2018, p 308). When
added to the Merriam-Webster Dictionary in 2010, gamification was given a more formal
definition as “the process of adding games or games like elements to something (such as a task)
so as to encourage participation” (Merriam-Webster, 2010, n.p.). This means that one is adding
points or earning rewards for a task that would otherwise seem uninteresting or unrewarding to
someone.
IMPACT OF GAMIFICATION ON TEACHERS & STUDENTS 8
Today these reward techniques have become integrated into education, health fields,
training, and even public policies. Every year there are large summits or conference events held
to discuss these techniques. These summits gather researchers, industry members, experts, and
even common people to show “awareness of gamification practice and support spreading
Gamification Applications
There are many applications that can be used to integrate gamification into classrooms.
However, applications that are age appropriate for seventh and eighth grades can be limited.
Some of these applications are ClassDojo, Kahoot!, Math Blasters, PeaceMaker, and Learning
ClassDojo is “an online reward platform on student behavior” (da Rocha Seixas, Gomes,
de Melo Filho, 2015, p. 6) that started in 2012. It is designed to reinforce skills and values for
students in kindergarten through eighth grade. A teacher or a school leader set up a free account
then creates a class to add students into. After entering student names, the teacher can add
positive or needs work skills, connect parents and students to the class, send messages and create
activities for completion. “The service allows teachers to attribute rewards in real time from the
analysis of behavior’ (da Rocha Seixas, et al., 2015, p. 6) and generate a behavior report for
future reference. Many teachers that use ClassDojo also recommend using ClassBadges.
ClassBadges is “a free tool whereby teachers can reward the skills of their students or academic
domain” (da Rocha Seixas, et al., 2015, p. 5) by using personalized badges for motivation.
Another platform that is often used is Kahoot!. Kahoot! is educational software “that has
a possibility for preparing online questionnaires, discussions or exams” (Bicen & Kocakoyun,
IMPACT OF GAMIFICATION ON TEACHERS & STUDENTS 9
2018, p. 75). This too is free but does offer two additional plans (for purchase) with more
features. The ease of setting up an account, creating Kahoots, and playing is typically flawless
with the exception of connection issues. Students can access the Kahoots using the game pin to
For a more specific software platform, there is Math Blasters and PeaceMaker. Math
Blaster is a free online algebra activity that focuses on “decimals, integers, and rational numbers”
(Math Blaster, 2018) for graphing numbers and coordinate planes. It also includes “word
problems and equation writing exercises that help students develop critical thinking skills while
they advance through multiple levels in an exciting mystery setting” (Math Blaster, 2018.).
Originally, Math Blasters faced critics identifying the game as “not easily connected to the
curriculum or they were too focused on the repetitive practice of small skill sets” (Nistor, et al.,
2018, p. 309). In a different subject area, there is PeaceMaker a “social impact game” (Nistor, et
al., 2018, p. 309) history-based pastime. PeaceMaker is based on real events and addresses the
show the problems from both perspectives” (Nistor, et al., 2018, p. 309).
Amongst all of these applications, there are also learning management systems. Learning
management system or LMS are computer programs that allow one to create and organize
eLearning (online learning). Two LMS, Moodle and TalentLMS, allow gamification capabilities
to be added. Moodle is another free system, which allows the teacher or instructor to make their
class digitally based. The LMS allows one to add badges directly to the course and gives the
stated that “Moodle’s implementation of badges [are] onerous” as it is not an easy process unless
one is familiar with Moodle (p. 551). TalentLMS is much like Moodle except that it has
IMPACT OF GAMIFICATION ON TEACHERS & STUDENTS 10
predesigned gamification badges, levels, and points built in. The gamification area is accessible
and adding or editing gamification setting was relatively uncomplicated. TalentLMS does have a
free version but one can only have five users with a maximum of ten courses. Following that
plan, the next plan is $29.99 per month and that allows twenty-five uses with unlimited courses.
Now that we know some of the applications and software for gamification, how does
gamification impact students? To better understand, these components are broken down into
Motivational Benefits.
Using gamification with students empowers them to have “the feeling of being in control
of their own learning process” (Alabbasi, 2018, p. 41). Not only are they in control, but they are
able to go at their own pace, this is better known as personalized learning. Advancing on the
leaderboard can also be motivating for students. “The ranking system in the leaderboards can
create an entertaining competition environment” (Mert & Samur, 2018, p. 85) thus than causes
many students to strive to be better than a friend or the leader. This competitiveness can promote
“improved response times and enable learning of difficult topics” (Bicen, et al., 2018, p. 88) as
they strive to the top spot. However, competition in a classroom does not appeal to everyone and
extrinsic motivation factor for students. Defined by Gafni, Achituv, Eidelman and Chatsky,
intrinsic motivation has a “desired outcome that is interesting and enjoyable” where extrinsic is
“based on external factors such as rewards, either tangible or intangible” (2018, p. 39-
IMPACT OF GAMIFICATION ON TEACHERS & STUDENTS 11
40). Gamification can be both of these. It demonstrates intrinsic since many students enjoy
playing games and achieving points for completion of activities. The exhibit of extrinsic is the
reward that they receive, such as the top ten on the leaderboard and being able to “purchase”
Although all of these have the potential to increase motivation, there is also collaboration
and feedback that plays a role. Collaboration can be built directly into the gamification
application, teaching “students [that] working together on most projects [is something that many]
people are able to do in life” (Harrold, 2014, p. 12). This leads to team building, awareness of
others and listening/feedback skills that one would continue to strengthen in collaborative
projects. In order to truly understand someone else’s perspective, you need to listen to what they
are saying and then provide appropriate feedback. With gamification feedback can also be easily
incorporated. The benefits are that feedback is provided instantly which allows each participant
to “rework and relearn their knowledge” (Gafni, et al., 2018, p. 40), “correctively advice rather
than merely point out” (Ling, 2018, p. 146) and can “prevent negative behaviors” (Mert &
Samur, 2018, p. 91). All of these gamification components have been founded to “increase the
motivation” (Mert et al., 2018, p. 88; Gafni, et al., 2018, p. 48) and have a “positive effect” (Mert
Positive Learning.
Ideally, positive learning is when one is learning in a natural and flawless manner.
Gamification can help create and nurture this by easing the role of learners and teachers. During
one's education, one may find themselves thinking about the possibility of failure and the fear
that it evokes. When education is paired with gamification the “stigma of failure evaporates
IMPACT OF GAMIFICATION ON TEACHERS & STUDENTS 12
when effort (the process) is rewarded, rather than master (the end product)” (Ling, 2018, p. 143).
This version of “gamified learning offers the chance to redo the task and regain the lost points”
(Alabbasi, 2018, p. 40) which allows students to become more relaxed and feel more confident in
their choices. It also takes away the pressure and anxiety that one may face when making
decisions. Since this fear and anxiety is withdrawn in gamification, one’s social-emotional state
This increase can be found in multiple sources, making claims that gamification promotes
socialization and emotional connections (Mert, et al., 2018, p. 74; Alabbasi, 2018, p. 40; Bicen,
et al., 2018, p. 73). Since students are encouraged to interact with peers, teachers and other
players to work through problems and scenarios, one can see the how socialization is increased.
One’s emotional state will also increase as the student finds enjoyment and accomplishment
while playing in this gamified lesson/activity. All of these scenarios that they encounter will
require students to work on their thinking skills “empowering them to solve complex problems
without direct instruction” (Harrold, 2014, p. IX). As the game elements increase in difficulty
students will find themselves focusing more on the “experience, reflection, thinking and (ability
of) acting accordingly” (Gafni, et al., 2018, p. 40) to determine the correct solution. This skill set
will be continuously refined and improved upon during play and needed in the real world.
Teacher Perceptions
Even as resources point out all the positives influences that gamification has towards
students, how do teachers feel about gamification? There are mixed feelings on the implantation
and execution of gamified learning. When gamification is “well planned and used correctly it can
be a good teaching tool” (Mert, et al., 2018, p. 97) that helps promote motivation and positive
IMPACT OF GAMIFICATION ON TEACHERS & STUDENTS 13
learning. Stating clear purposes and instructions will keep students from becoming frustrated
when learning through gamification. Along with making sure that the game is not too simple or
too difficult, but allows for a range of difficulty as they progress through to earning badges,
Teachers have full appreciation that “feedback and instruction become intertwined”
(Griffin, 2018, p. 25) allowing them to correct and respond to students instantly. This feature
grants students and teachers the ability to share thoughts and ideas on a topic allowing each to
“understand how things are interpreted from another’s perspective” (Hung, 2018, p. 550). This
capability can give new and clear insight and viewpoints on different topics while expanding
knowledge. With feedback being instant, it can strengthen the connection between teacher and
However, not all teachers find gamification to be positive. The planning time it takes to
setting up gamification can be lengthy and challenging. Some have even found that
“leaderboards and badges contribute negatively to the learning” (Mert, et al., 2018, p. 74) as
students are not recognized for effort and perseverance, but rather how many points they have
earned. Teachers have stated and found that “students learn for the sake of getting points”
(Alabbasi, 2018, p. 41) rather than learning, which is not what we are encouraging them to do.
As stated before, gamification is not perfect and does not motivate everyone. Although there are
the negative factors, researchers have found that it has more positive effects on students.
Summary
To conclude, gamification will bring motivation and positive learning to students. It will
provide teachers a way to “integrate technology into education by placing the students in more
IMPACT OF GAMIFICATION ON TEACHERS & STUDENTS 14
entertaining, effective and creative situations” (Ozer, Kanbul & Ozdamli, 2018, p. 110). Maybe
the implementation of gamified lessons will be stimulating to those students who are withdrawn
and not motivated to learn in the traditional style. However, we need to remember that “learning,
motivation, and engagement are about humans not technologies” (Hung, 2018, p. 556).
Methodology
Hypothesis
The purpose of this study is to investigate the use of gamification in the educational
setting, focusing on gamification as a good motivational and positive learning experience for
both students and teachers in the seventh and eighth grade. Described previously, gamification is
adding game-like qualities to non-game elements. These game-like qualities include students
receiving points or badges in order to become the winner or leader of the leaderboard.
Since there are many ways that gamification can be included in classrooms, the
researcher wants to investigate how teachers are currently utilizing these programs. A
comprehensive list of gamification programs made while observing will highlight what programs
are popular across seventh and eighth-grade teachers in the western region of Pennsylvania.
Although most teachers have a preference as to which systems and programs work for them, this
list will provide new insight on what others have found to be beneficial.
Research has indicated that the use of gamification in the educational setting is beneficial
in the influence of motivation and positive learning. Does this also hold true in terms of seventh
and eighth graders? This is one of the leading questions that the researcher will verify in the
findings. Amongst motivation and positive learning, there is the idea and perception of
gamification. There have been mixed feelings of gamification; many students are pro
IMPACT OF GAMIFICATION ON TEACHERS & STUDENTS 15
gamification whereas teachers are either for or against it. The researcher will determine if
gamification is used does the same mindset apply like the research has stated.
Guiding Questions
1. How does gamification affect learning in seventh and eighth grade students?
Research Participants
The research participants for this study are seventh and eighth-grade teachers and their
students. Teachers will be selected at random, from 137 school systems in the Southeast and
Student participants are pupils of the observed participating teachers. Since there are
many more students than teachers, students will be selected randomly to complete interviews
allowing the research to gain insight from students. The number of student participants will vary.
Instruments
survey will be sent out to building principals. This survey will be sent at the end of the school
year in May or June in hopes of more feedback. On the survey the questions will consist of
asking if gamification is used and what system or program is used. The researcher will take this
checklist. This checklist will include what gamification system is being utilized, who and how
many are present along with any reactions and actions that are occurring. All field notes will be
Design
This qualitative study will provide insight into the gamification applications that are
currently being used and how students and teachers perceive them for the desired grade levels.
Through observations, interview questions and teacher data the researcher will obtain
Since it is not possible to include all seventh and eighth-grade teachers and students in
this study, a lottery or random selection will be done by the researcher. The researcher will
choose four districts to observe based on the responses from the survey.
Throughout the study the researcher will have access to the gamified program and data
that the teacher is using for further analysis. Once the data is gathered and analyzed the
researcher will record and document the information into the study. This will include common
Procedure
1. A short survey will be sent out to all school systems in the surrounding Pennsylvania
Northeast and Southeast regions. The survey will be asking if gamification is actively used
2. Once all districts respond either yes or no to using gamification, of the yes responses a
random selection of 4 districts will be picked to participate. Using a random selection process
will pick schools of different geographical locations and socio-economic status. Each district
3. After selecting the four districts, another letter addressed to building principals and the
school board for the designated grades will be contacted. This letter will ask them for
permission to utilize two or more teachers and their students for observations and interviews.
4. After being granted permission, the district, principals and seventh and eighth grade teachers
who would be participating in the study will be able to ask questions. At this time two
5. After conversing and answering any questions from the participants, the participants will be
asked a few questions on what gamification is being utilized. This conversation will be the
start of gaining trust and building a relationship between researcher and participant.
6. Shortly after this conversation, the participants will receive a letter or email with the agreed
upon date for observing. Along with this letter is an identification code to protect teacher’s
identity. The codes for teacher participants will be in the following format: school district
code numbers 1-4, followed by the grade level code either a 7 or 8. For example, a seventh-
grade teacher in the fourth district would have the code 0407.
7. Observations times and dates will be followed through on by the researcher. If for any reason
the researcher or participant need to postpone or reschedule this shall be done within twenty-
8. Observations will be recorded within the day and any questions for either teachers or students
will be conducted. Observations will take place in the morning, allowing the afternoon to be
a. Students will be given their own codes, following a similar format as the
0407-AA.
9. The data will be recorded, reviewed and analyzed into charts, graphs, and tables.
10. This process of observations will be the same for all four districts. It will be repeated again,
four months after the initial observation was conducted. Once the report is complete a copy
Data collection will be done through the initial survey, interviews and observations. The
interview questions will be direct, clear and concise related to gamification use, motivation
Positive learning questions will be stated in terms of desire to learn, the stigma of failure and
Observations
Observations of classroom settings will be conducted twice within the study time frame.
The researcher will utilize the observational checklist to record and document the observation.
These observations will be focused on the motivation of students and their reactions on using
gamification. A record of how many students are on task, participating and completing their
IMPACT OF GAMIFICATION ON TEACHERS & STUDENTS 19
work in time increments of twenty minutes will be documented. On task behavior would look
like students working, conversation on the subject topic, and actively participating.
Interviews
Interviews will be conducted by the researcher after an observation has been made. Clear
predetermined questions regarding gamification will be asked. If possible these interviews will
take place on the same day or a day after the observation. These interviews can also be done
through phone conversations, emails and/or Skype as necessary. All interviews will be recorded
Assessment of Data
Survey responses will be kept in a spreadsheet. Data from all interviews and observations
will be recorded into a word processing document. This information will then be compared and
analyzed through graphs and charts based on the responses. All notes from the observational
Timeline
May-June
A short survey (roughly three questions) asking if districts use gamification with seventh
and eighth grade students will be sent out to building principals. Doing this at the end of the
school year will alleviate the influx of paperwork at the beginning of the school year and
July-September
Send out second notices if needed to building principals. From the responses, randomly
pick four districts and the building to observe and interview. Once the four are chosen, another
IMPACT OF GAMIFICATION ON TEACHERS & STUDENTS 20
letter shall be sent to the school board for permission to conduct research. If a district declines
access another random district will be chosen. Researcher will set up observations and make a
October-February
Observations will be conducted from the four district buildings. On the first four days the
researcher will observe both classrooms of teacher participants. Day one will be used to focus on
the setting and building a trusting relationship rather than focusing on the study. On day five,
observations will be conducted in the morning (for one to two-hours in each room) followed by
short interviews in the afternoon. If a sixth day is necessary, this would be for more interviews.
A day to process the data would follow before proceeding to observe in another district. This
process would be completed over four months allowing for at least one district observation to be
completed monthly.
March-May
Schedule and complete the second observations in each district. Compile all the data and
June-July
Finish final analysis of observations and interviews. Proofread and double check research
paper before publication. Send completed analysis from the investigation on the use of
Budget
Travel/ Lodging
Travel and lodging are going to be the most expensive part of the research project. Since
all districts will be within the researcher’s state, the researcher will be able to drive to the
IMPACT OF GAMIFICATION ON TEACHERS & STUDENTS 21
destination. Gas will need to be purchased in order to travel. Along with gas, a place to stay will
also need to be set up if the researcher feels it is necessary. The researcher will take advantage of
loyalty programs such as Hotel.com and Days Inn when deciding where to stay. Hotel.com
rewards one with a free stay after ten nights and Days Inn has a point program that one can earn
Supplies
First item that would be required are printing supplies. Since, the researcher already has
access to a printer the purchase of a 20 lb. ream of paper for roughly $40 would be necessary.
Purchasing this much paper will guarantee that there will be enough for all letters, interview
questions, and printing of the final research paper. Also needed are extra ink cartridges
(approximately two black cartridges) for the printer, the price of these ranges from $40-50
dollars.
Along with the printing supplies, the researcher would need mailing envelopes, labels and
stamps. Envelopes needed would be the standard letter size that can be purchased at hundred
envelopes for about ten dollars. Since the researcher does not wish to hand write all labels out,
mailing labels would be purchased. These would also be placed on the return envelopes from the
district buildings. These can be purchased for thirty-four dollars in a pack of 3000. Although in
order to send the initial letters out, stamps would also have to be purchased. This could be costly,
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