1) The study explores how adding game elements ("gamification") to a college classroom affects self-reported student participation. Gamification provides an engaging framework that seeks to increase learner agency and incentivize behaviors.
2) Literature suggests current assessment focuses too much on performance and grades, diminishing learning. Alternative approaches like cooperative learning and problem-based learning increase engagement by emphasizing mastery over completion.
3) For learning to occur, students must take on "virtual identities" related to course material. Gamification allows students to manipulate identities, leading to increased effort and participation.