Armstrong, Curtis MED_2025

Title Armstrong, Curtis MED_2025
Alternative Title Motivating Students Through Gamification
Creator Armstrong, Curtis
Collection Name Master of Education
Description This study investigated the impact of gamification on student motivation in a middle school setting, using Self-Determination Theory as a framework to assess how autonomy, competence, and relatedness are supported. Results from surveys of students, teachers, and parents indicated that when applied thoughtfully and in moderation, gamification enhanced focus, participation, and enjoyment, though concerns about screen time and the nuanced influence of home gaming habits suggest areas for further exploration.
Abstract This study examined how gamification influences student motivation in a middle school; classroom setting, drawing on the perspectives of students, teachers, and parents. Framed by; Self-Determination Theory, the research explored how gamified learning strategies support; intrinsic motivation through autonomy, competence, and relatedness. A mixed-method, nonexperimental; design was used, with data collected through three separate surveys distributed to; 42 students, 15 teachers, and 9 parents. Quantitative data was analyzed using descriptive; statistics, while open-ended responses were coded for recurring themes. The findings indicated; that gamification enhances student engagement when used purposefully and in moderation.; Students reported increased focus and enjoyment, teachers observed higher participation and; effort, and parents acknowledged both motivational benefits and concerns about screen time.; Common themes across groups included the importance of competition, novelty, and balanced; implementation. While the study addressed how gamification is used and perceived, it only; partially explored the connection between home gaming habits and classroom motivation,; indicating a need for future research. These findings support the use of gamified strategies to; foster meaningful learning experiences in middle school education.
Subject Gamification; Curriculum evaluation--United States; Education
Digital Publisher Stewart Library, Weber State University, Ogden, Utah, United States of America
Date 2025
Medium Thesis
Type Text
Access Extent 40 page pdf
Conversion Specifications Adobe Acrobat
Language eng
Rights The author has granted Weber State University Archives a limited, non-exclusive, royalty-free license to reproduce his or her thesis, in whole or in part, in electronic or paper form and to make it available to the general public at no charge. The author retains all other rights. For further information:
Source University Archives Electronic Records: Master of Education. Stewart Library, Weber State University
OCR Text Show
Format application/pdf
ARK ark:/87278/s6bs14k2
Setname wsu_smt
ID 148300
Reference URL https://digital.weber.edu/ark:/87278/s6bs14k2
Back to Search Results