Chairperson, Graduate Committee: C. John GravesNuttall, Jordan Michael2024-10-312023https://scholarworks.montana.edu/handle/1/18158Gamification, or the use of game elements in non-game contexts, has gained popularity in recent years as a way to increase engagement and motivation in various settings, including education. The aim of this paper is to explore the effects of gamification in the classroom. Specifically, literature on the use of gamification in educational settings will be reviewed, examining its impact on student motivation, learning outcomes, and attitudes towards learning. The potential drawbacks and challenges of implementing gamification strategies in the classroom will be discussed. I will detail the results of gamification in my own classroom and discuss its impact on the aforementioned topics. In my study, game elements included using character representations for each student, experience points and levels in place of traditional points and grades, and boss battles in place of tests. My analysis suggests that gamification can be an effective tool for enhancing student motivation and engagement in the classroom, leading to improved learning outcomes. However, the success of gamification strategies may depend on a number of factors, including the specific implementation, target audience, and context in which they are used. I conclude with gamification being an overall viable option for use in my own classroom.enScience--Study and teachingMiddle schoolGamificationMotivation in educationThe effects of gamification in the middle school classroomProfessional PaperCopyright 2023 by Jordan Michael Nuttall