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A project submitted to the Department of Education
Effect of Gamification on Student Engagement in Secondary School Classrooms
By
Priya Sharma
U/2013/ABC/0174
In partial fulfilment of the requirements for the award of a Bachelor's degree
Supervisor:
2023
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Abstract
This study examines the effect of gamification — points, badges, leaderboards and timed challenges — on student engagement and academic performance in secondary school classrooms. Using an experimental group taught with gamified lessons and a control group taught conventionally, it measures engagement through observation schedules and compares post-test scores. The study is organised into five chapters covering the introduction, review of related literature, research methodology, data presentation and analysis, and the summary, conclusion and recommendations.
Table of Contents
Chapter One: Introduction
- 1.1 Background to the Study4
- 1.2 Statement of the Problem6
- 1.3 Aim and Objectives of the Study8
- 1.4 Research Questions10
- 1.5 Research Hypotheses12
- 1.6 Scope of the Study14
- 1.7 Limitations of the Study16
- 1.8 Operational Definition of Terms18
Chapter Two: Literature Review
- 2.1 Conceptual Review16
- 2.2 Theoretical Framework18
- 2.3 Empirical Review of Related Studies20
- 2.4 Gap in Literature22
- 2.5 Summary of Literature Review24
Chapter Three: Research Methodology
- 3.1 Research Design28
- 3.2 Area of the Study30
- 3.3 Population of the Study32
- 3.4 Sample and Sampling Technique34
- 3.5 Instrument for Data Collection36
- 3.6 Validity and Reliability of the Instrument38
- 3.7 Method of Data Collection40
- 3.8 Method of Data Analysis42
Chapter Four: Data Presentation and Analysis
- 4.1 Data Presentation40
- 4.2 Test of Hypotheses42
- 4.3 Discussion of Findings44
Chapter Five: Summary, Conclusion and Recommendations
- 5.1 Summary of Findings52
- 5.2 Conclusion54
- 5.3 Recommendations56
- 5.4 Suggestions for Further Studies58
References
Appendices
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Chapter One: Introduction
1.1 Background to the Study
This study examines the effect of gamification — points, badges, leaderboards and timed challenges — on student engagement and academic performance in secondary school classrooms. Using an experimental group taught with gamified lessons and a control group taught conventionally, it measures engagement through observation schedules and compares post-test scores.
1.2 Statement of the Problem
Measures how game-based learning elements affect engagement and test scores of secondary school students. Existing approaches remain limited in reach, accuracy and ease of use, which creates the gap this study addresses.
1.3 Aim and Objectives
The aim of this study is to effect of gamification on student engagement in secondary school classrooms. The specific objectives are to:
- review existing literature and systems related to the study;
- collect and analyse data using Experimental design;
- evaluate the results against the stated problem;
- make recommendations for practice and further research.
1.4 Scope of the Study
Introduction: background to gamification in education, statement of the problem (student disengagement and poor retention plague conventional lecture-style teaching), aim and objectives, research questions, scope, significance of the study, and definition of terms.