The effect of implementing gamification principles in a middle and high school science classroom
Day Rider, Joseph D.
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Gamification is the application of principles commonly found in games and applying them to a non-gaming setting. The purpose of this study was to determine to what extent the effect of incorporating gamification principles had on a middle and high school science classroom. The effect on retention of material, the students' attitude towards science, and the impact these principles had on the teacher were included in this study. Results from this study suggest that while there was no discernable relationship between gamification and the retention of material by students, gamification principles did have a positive effect on the attitudes of the students regarding coming to class and participating in class. It was also determined that these principles had a greater impact on a middle school classroom and that for gamification to work, there needs to be a more thorough implementation of the principles which requires more commitment from the teacher.