Date of Award
Action Research Project
Master of Arts in Education
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 use of iPads and gamification of learning in the traditional classroom setting. Results were positive on the impact of gamification in increasing iPad engagement. This research implies that gamified learning or gamification does have an impact on increasing engagement and self-regulated learners have an increased engagement of using their iPads compared to non-self-regulated learners.
Xiong, Chong. (2019). Gamification Learning for iPad Engagement in Middle School. Retrieved from Sophia, the St. Catherine University repository website: https://sophia.stkate.edu/maed/324