The purpose of this action research was to determine if gamification learning would increase iPad engagement. This research was done in a 7th grade urban middle school over nine weeks in the fall of the school year. A regular 7th grade class of 18 students and an accelerated 7th grade class of 34 students participated in the study. Informed data was collected from pre and post survey, checklists, observations, student journals and gamification platform on Classcraft. The literature review examined the how motivated and self-regulated learner skills contribute to their academic success and how these skills can be used when introduced with a 1:1 device such as an iPad. The literature review also examined how to build engagement by having the ...
[EN] The teacher-student technology gap and the lack of attention in the design of attractive and mo...
Gamification is a motivation approach that has increasingly been utilized in a variety of applicatio...
With the increase of technology in classrooms today, school districts are using devices to prepare s...
Gamification is defined as the use of game elements in non-game contexts. The gamified element explo...
This paper investigates the efficacy of gamifying educational resources to increase student engageme...
Digital technologies continue to increase in their popularity and use throughout all forms of educat...
The number of one-to-one mobile programs in elementary schools as a resource to substitute the textb...
This study investigated whether the use of a gamified mobile learning app influenced students’ acade...
In spite of the unprecedented popularity to use innovative gaming concepts within the educational co...
In this research, gamification techniques were investigated on how they could be effectively used in...
This thesis addresses the problem of students' disengagement by investigating if gamification can ma...
This has a look at investigates the impact of gamification on middle faculty STEM training, focusin...
This action research study aimed to determine the impact of the use of a technology-based interventi...
This qualitative research study explored middle school students\u27 perceptions of 24/7 access to an...
The purpose of this action research was to evaluate the impact of technology integrated gamification...
[EN] The teacher-student technology gap and the lack of attention in the design of attractive and mo...
Gamification is a motivation approach that has increasingly been utilized in a variety of applicatio...
With the increase of technology in classrooms today, school districts are using devices to prepare s...
Gamification is defined as the use of game elements in non-game contexts. The gamified element explo...
This paper investigates the efficacy of gamifying educational resources to increase student engageme...
Digital technologies continue to increase in their popularity and use throughout all forms of educat...
The number of one-to-one mobile programs in elementary schools as a resource to substitute the textb...
This study investigated whether the use of a gamified mobile learning app influenced students’ acade...
In spite of the unprecedented popularity to use innovative gaming concepts within the educational co...
In this research, gamification techniques were investigated on how they could be effectively used in...
This thesis addresses the problem of students' disengagement by investigating if gamification can ma...
This has a look at investigates the impact of gamification on middle faculty STEM training, focusin...
This action research study aimed to determine the impact of the use of a technology-based interventi...
This qualitative research study explored middle school students\u27 perceptions of 24/7 access to an...
The purpose of this action research was to evaluate the impact of technology integrated gamification...
[EN] The teacher-student technology gap and the lack of attention in the design of attractive and mo...
Gamification is a motivation approach that has increasingly been utilized in a variety of applicatio...
With the increase of technology in classrooms today, school districts are using devices to prepare s...