SlideShare a Scribd company logo
The Impact of Gamification
Technology on
Students’ performance and
motivation in schools
By: Sherin Haroun El Rashied
Welcome
• Our research proposal today will be about The Impact of
Gamification Technology on Students’ performance and
motivation in schools.
• This topic is considered a new trend, as many people are
unaware of the word “gamification” and the relation it has to
do with learning.
• “Gamification” is the application of game-design elements and
Gamification technology is where games are used as a tool in
education.
• Since the new generation learners are becoming more digitally
dependent, we assumed that gamification can be used in
education particularly to enhance students’ performance and
motivation.
• Accordingly, our aim of today’s research proposal is to identify
to what extent learning using gaming as a tool (Gamification
Technology) will affect the educational process as a powerful
tool for catalyzing attention and its influence as an educational
approach.
1
2
3
4
5
6
7
8
9
Background
Problem statement
Literature review
Scope of the study
Relevance of the study
Research design
Time frame of the study
Budget
Bibliography
Agenda
1. Background
• The concept of Gamification Technology was already known almost one
hundred years ago. The origins of Gamification Technology were in the early to
mid 20th century in Soviet Union, where factory workers competed with each
other to increase production, using points and other game-like elements.
• Later, in American management, in the 21st century, the strategy of turning the
workplace into a more playful setting reappeared.
• In 1984, Coonradt (2007) “grandfather of Gamification Technology ”, published
the first edition of his book The Game of Work, where he applied game
principles in business contexts, dealing with employee motivation.
• Gamification Technology creates a kind of engagement with games that can be
translated to an educational context towards facilitating learning and influencing
student behavior.
• Educators have been exploring ways to utilize gamification power for motivation
and its application to the classroom.
2. The Problem Statement - Aim
The Aim of the study
To identify to what extent Gamification Technology will affect the
educational process as a powerful tool for catalyzing student
performance & motivation in schools.
2. The Problem Statement - Objectives
Investigate the relationship
between using Gamification
Technology in education and its
impact on students’ success,
(increasing their innovative
imagination and qualifications).
Determine key characteristics of
successful usage of Gamification
Technology in the educational
process.
Enhance educational processes
by using Technology in line with
global technological
developments.
Study the impact of Gamification
Technology on education.
Study the growing
phenomena of integrating
Gamification Technology into
education and how it became
an educational approach to
motivate students.
Study the ecosystem support using
Gamification Technology in
educational process.
2. The Problem Statement - Research Questions?
03
01
02
Does Gamification Technology have
a direct impact on educational
development?
Do students prefer studying using
Gamification Technology rather
than the commonly methods?
Does Technology Based Learning
facilitate understanding?
04 Is there a direct relation between
Gamification Technology and
students’ innovative and
imaginative qualifications?
Will there be a sufficient budget
to introduce such modern means
of education in Egypt?
Does the ecosystem support
using Gamification Technology in
educational process?
05
06
Introduction
Background
Empirical Studies On Gamification
The Criticism of Using Gamification Technology in
Education
Theoretical Research Concept
3. Literature Review
3. Literature Review
Introduction
Gamification Technology in
education is an up and
coming idea. This paper will
look at what Gamification
Technology is and its effects
on student motivation and
performance. Intrinsic and
extrinsic motivation are also
discussed and the effects
Gamification Technology
has on both types..
Background
The origins of Gamification
Technology appeared in the
early to mid-20th century in
Soviet Union, where workers
and factories used to compete
to increase production. Later,
the American management, in
the 21st century, developed a
strategy of turning the
workplace into a more playful
setting, as stated by Coonradt,
2007, The Game of Work..
Theoretical research
The potential that
technology has to motivate
students is discussed as it
relates to expectancy-value
model of motivation which
focuses three areas of
motivational theory
(Pintrich & Schunk, 1996)
Empirical Studies
The use of simulations
and digital games in
education is expected to
increase over the next
years. Although there are
much support for the
benefits of digital games
in education, there is
mixed empirical support
stated in Education,
Pearson’s research report
series.
The criticism
Some teachers believe that
Gamification Technology
must be avoided since it
has the potential to
decrease intrinsic
motivation, due to its use
of extrinsic motivators.
Its application in education
is still an emerging trend.
4. Scope of Study
This research studies and analyzes the Impact
of using Gamification Technology on Students’
motivation and performance in International
schools (American Diploma and British IGCSE).
• The new generation learners
are digital natives, who are
growing up with digital
technologies.
• In an attempt to solve the above
stated concerns, we suggested to
carry out this study to investigate
the impact of Gamification
Technology on students’
motivation and performance.
• On the other hand, educators
are currently facing major issues
on how to increase students’
motivation and performance.
• On the theoretical level, this
research will be an added value
and will contribute to the
literature review already
present.
5. Relevance of The Study
2 3 4 5
This is a causal study,
hypothesis-testing
study. A field
experiment will be
carried out in two to
three schools using
gamification tools and
monitoring its impact
students’ motivation
and engagement.
Purpose
The extent of
research interference
will be minimal
interface, and the
study setting will be
non-contrived
Interference & Setting
The research strategy
will be mixed
methods including;
• Survey
• Experiments
• Observation
• Case study
Strategy
The unit of analysis
will be groups of
students and their
teachers.
Unit of analysis
The time horizon
will be longitudinal
study to identify
cause-and-effect
relationships.
Time frame
6. Research Design
1
6. Research Design
Gamification Technology
Students’
Performance
Teachers
expertise
The dependent variablesThe independent variable
The moderating variable
6. Research Design - Hypotheses
Students’
Motivation
6. Research Design – Source of Data
Primary Data
Focus groups Panels
Government
Publications
(educations, e-
learning and new
technology.
Secondary Data
Information
gathered from
schools
(no. of students,
grades &others)
6. Research Design – Methods of Data Collection
• Structured Interviews
• Computer-assisted
interviewing (CATI &
CAPI)
• Structured
Observation
• Participant
observation
“Moderate”
• Objective &
subjective construct
• Closed Questions
Observation
Interviews Observations Questionnaires
6. Research Design – Measurement
Measurement:
To measure the impact of gamification Technology on Students’ performance
& motivation we can measure the following variables.
6. Research Design – Sampling design
School students of
International schools,
systems chosen are
American Diploma and
British IGCSE.
1. The School students from the
following stages:
A. Primary
B. Preparatory
C. Secondary
2. Educators of the above
mentioned stages.
A random sample of 2-3
schools are chosen from
the above mentioned
educational systems and
are studied in depth.
Population Clusters Sample
6. Research Design – Data analysis
The unit of analysis will be groups of:
Students Teachers
Validation: Correlational Analysis will be performed to measure the
impact of Gamification Technology and Students’
performance/motivation, using statistical testing and SPSS tools.
7. Time Plan
As previously mentioned, this is a longitudinal study, accordingly the time frame
necessary for the completion of this research project will be approximately 12
months. During which, periodic analytical reports will be provided on the results
achieved.
12 months
9 months
week
2 weeks
1 month
3 weeks
week
2 weeks
Budget items directly tied
to the project
Ex: Salaries and Wages,
Equipment, Materials and
Supplies
Budget items indirectly
tied to the project
Ex. Services & Others
Non-Financial cost
Ex. Include time (working
hours) and efforts (man
hours)
Direct Indirect Non-Financial
8. Budget
8. Budget
Description Cost
Cost Directly Tied to the Project
Salaries and Wages
• Academic personnel
• Research assistants
• Interviewers
• Technicians
• Computer programmer
• Administrators
XX
XX
XX
XX
XX
XX
Equipment
• Fixed equipment
• Movable equipment
• Equipment installation
XX
XX
XX
Materials and Supplies
• Office supplies specifically for project
• Communications
• Test materials or samples
XX
XX
XX
Total Cost Directly Tied to the Project xxx
Cost Indirectly Tied to the Project
Services (ISR services (e.g., surveys), Data analysis) XX
Other (Purchase of data, periodicals, books XX
Total Cost Indirectly Tied to the Project xxx
Grand Total xxxx
1. Gamification Technology in Education, Susan Sandusky, University of Arizona.
2. Gabriela Kiryakova1, Nadezhda Angelova2 and Lina Yordanova3 in Gamification Technology in education.
3. Coonradt (2007) published the first edition of his book The Game of Work. Coonradt, known as the “grandfather of
gamification”, applied game principles in business contexts, dealing with employee motivation.
4. The impact of Gamification Technology on students’ extrinsic & intrinsic motivation, Theresa (Therri) Papp1.
5. Raising engagement in e-learning through Gamification Technology Cristina Ioana Muntean, Cybernetics and
Statistics, Babes-Bolyai University, Romania- Strada Mihail Kogălniceanu, Nr. 1, Cluj-Napoca, Romania.
6. Walz, Steffen (2015). The Gameful World: Approaches, Issues, Applications. MIT Press.
7. JP Mangalindan (2010-09-03). "Play to win: The game-based economy". Fortune. Archived from the original on
2012-11-12. Retrieved 2012-11-25.
8. Ivana Medica Ružić, Mario Dumančić: Gamification Technology in education.
9. Kapp (Kapp, 2012).
10. W. Hsin-Yuan Huang, D. Soman, 2013.
11. The Role of Gamification Technology in Education, Garamkhand Surendeleg - National Learning Resource Center,
Mongolian-Korean Polytechnic College Ulaanbaatar, Mongolia.
12. Pim van de Pavoordt in Gamification Technology of Learning.
9. Bibliography
9. Bibliography
13. Juho Hamari, Jonna Koivisto, Harri Sarsa in Does Gamification Technology Work? — A Literature Review of
Empirical Studies on Gamification Technology
14. Dr. Ian Glover Play As You Learn: Gamification Technology as a Technique for Motivating Learners.
15. Cristina Ioana Muntean -Cybernetics and Statistics, Babes-Bolyai University, Romania - Strada Mihail
Kogălniceanu, Nr. 1, Cluj-Napoca, Romania
16. Gabriela Kiryakova1, Nadezhda Angelova2, Lina Yordanova3 in Gamification Technology in education.
17. Annetta, Minogue, Holmes, & Cheng, 2009; Barab, Thomas, Dodge, Carteaux, & Tuzun, 2005; de Freitas, 2006; Ke,
2009; Liu et al., 2014; Moreno, 2012; Papastergiou, 2009; Van Eck, 2006
18. Barab et al., 2005; Batson & Feinberg, 2006; de Freitas, 2006; Papastergiou, 2009
19. Van Eck, 2006, p. 18), which allows for application and practice.
20. The impact of Gamification Technology on students’ extrinsic and intrinsic motivation, https://conference.pixel-
online.net/FOE/files/foe/ed0007/FP/3607-ICL2320-FP-FOE7.pdf
21. Proceedings of the 29th Annual ACM Symposium on Applied Computing (SAC '14).
22. Gooch, Daniel; Vasalou, Asimina; Benton, Laura; Khaled, Rilla (2016-01-01). "Using Gamification Technology to
Motivate Students with Dyslexia". Proceedings of the 2016 CHI Conference on Human Factors in Computing
Systems.
The impact of gamification technology on students  performance   motivation

More Related Content

What's hot

Foundation of curriculum
Foundation of curriculumFoundation of curriculum
Foundation of curriculumNourin Arshad
 
Cipp model
Cipp modelCipp model
Cipp model
Arlene Callang
 
Curriculum foundations and components
Curriculum foundations and componentsCurriculum foundations and components
Curriculum foundations and components
Usman Public School System
 
Current Trends in Educational Technology
Current Trends in Educational TechnologyCurrent Trends in Educational Technology
Current Trends in Educational Technology
EDUCAUSE
 
Designs of Curriculum
Designs of Curriculum Designs of Curriculum
Designs of Curriculum
HennaAnsari
 
Research Proposal on: Teacher’s knowledge & curriculum effect on student’s le...
Research Proposal on: Teacher’s knowledge & curriculum effect on student’s le...Research Proposal on: Teacher’s knowledge & curriculum effect on student’s le...
Research Proposal on: Teacher’s knowledge & curriculum effect on student’s le...
Ghulam Mujtaba
 
Introduction to the evaluation of teaching and learning
Introduction to the evaluation of teaching and learningIntroduction to the evaluation of teaching and learning
Introduction to the evaluation of teaching and learning
Anne-Mart Olsen
 
Unit 8 Day to day concerns topic school day activities
Unit 8 Day to day concerns topic school day activitiesUnit 8 Day to day concerns topic school day activities
Unit 8 Day to day concerns topic school day activities
ambreenzahid3
 
education policies and development in pakistan 1947 to 2009
 education policies and development in pakistan 1947 to 2009 education policies and development in pakistan 1947 to 2009
education policies and development in pakistan 1947 to 2009
Rashna Asif
 
3. unit vi advantages and disadvantages of learner centered teaching or lear...
3. unit vi advantages and disadvantages of  learner centered teaching or lear...3. unit vi advantages and disadvantages of  learner centered teaching or lear...
3. unit vi advantages and disadvantages of learner centered teaching or lear...
LOYOLA COLLEGE OF EDUCATION
 
Assessment in science education
Assessment in science educationAssessment in science education
Assessment in science educationDavid Geelan
 
Advantages and limitations of subjective test items
Advantages and limitations of subjective test itemsAdvantages and limitations of subjective test items
Advantages and limitations of subjective test items
Test Generator
 
Relationship between philosophy and education.
Relationship between philosophy and education.Relationship between philosophy and education.
Relationship between philosophy and education.
varshachhajera
 
Dutities And Responsibilties Of Head Of School /management
Dutities And Responsibilties Of Head Of School /managementDutities And Responsibilties Of Head Of School /management
Dutities And Responsibilties Of Head Of School /management
GAUTTAMR1998
 
Teacher education in usa
Teacher education in usaTeacher education in usa
Teacher education in usa
javeria azam
 
Learner centered teaching and active learning strategies
Learner centered teaching and active learning strategiesLearner centered teaching and active learning strategies
Learner centered teaching and active learning strategies
Noura Al-Budeiwi
 
Curriculum of United Kingdom
Curriculum of United KingdomCurriculum of United Kingdom
Curriculum of United Kingdom
I dont Work , Im a boss. (H)
 
Higher education: issues, challenges and suggestions
Higher education: issues, challenges and suggestionsHigher education: issues, challenges and suggestions
Higher education: issues, challenges and suggestions
SubmissionResearchpa
 

What's hot (20)

Foundation of curriculum
Foundation of curriculumFoundation of curriculum
Foundation of curriculum
 
Presentation3 pdf
Presentation3 pdfPresentation3 pdf
Presentation3 pdf
 
Cipp model
Cipp modelCipp model
Cipp model
 
Curriculum foundations and components
Curriculum foundations and componentsCurriculum foundations and components
Curriculum foundations and components
 
Current Trends in Educational Technology
Current Trends in Educational TechnologyCurrent Trends in Educational Technology
Current Trends in Educational Technology
 
Designs of Curriculum
Designs of Curriculum Designs of Curriculum
Designs of Curriculum
 
Research Proposal on: Teacher’s knowledge & curriculum effect on student’s le...
Research Proposal on: Teacher’s knowledge & curriculum effect on student’s le...Research Proposal on: Teacher’s knowledge & curriculum effect on student’s le...
Research Proposal on: Teacher’s knowledge & curriculum effect on student’s le...
 
Introduction to the evaluation of teaching and learning
Introduction to the evaluation of teaching and learningIntroduction to the evaluation of teaching and learning
Introduction to the evaluation of teaching and learning
 
Unit 8 Day to day concerns topic school day activities
Unit 8 Day to day concerns topic school day activitiesUnit 8 Day to day concerns topic school day activities
Unit 8 Day to day concerns topic school day activities
 
education policies and development in pakistan 1947 to 2009
 education policies and development in pakistan 1947 to 2009 education policies and development in pakistan 1947 to 2009
education policies and development in pakistan 1947 to 2009
 
3. unit vi advantages and disadvantages of learner centered teaching or lear...
3. unit vi advantages and disadvantages of  learner centered teaching or lear...3. unit vi advantages and disadvantages of  learner centered teaching or lear...
3. unit vi advantages and disadvantages of learner centered teaching or lear...
 
Assessment in science education
Assessment in science educationAssessment in science education
Assessment in science education
 
Student voice
Student voiceStudent voice
Student voice
 
Advantages and limitations of subjective test items
Advantages and limitations of subjective test itemsAdvantages and limitations of subjective test items
Advantages and limitations of subjective test items
 
Relationship between philosophy and education.
Relationship between philosophy and education.Relationship between philosophy and education.
Relationship between philosophy and education.
 
Dutities And Responsibilties Of Head Of School /management
Dutities And Responsibilties Of Head Of School /managementDutities And Responsibilties Of Head Of School /management
Dutities And Responsibilties Of Head Of School /management
 
Teacher education in usa
Teacher education in usaTeacher education in usa
Teacher education in usa
 
Learner centered teaching and active learning strategies
Learner centered teaching and active learning strategiesLearner centered teaching and active learning strategies
Learner centered teaching and active learning strategies
 
Curriculum of United Kingdom
Curriculum of United KingdomCurriculum of United Kingdom
Curriculum of United Kingdom
 
Higher education: issues, challenges and suggestions
Higher education: issues, challenges and suggestionsHigher education: issues, challenges and suggestions
Higher education: issues, challenges and suggestions
 

Similar to The impact of gamification technology on students performance motivation

The role of gamification implementation in improving quality and intention in...
The role of gamification implementation in improving quality and intention in...The role of gamification implementation in improving quality and intention in...
The role of gamification implementation in improving quality and intention in...
Journal of Education and Learning (EduLearn)
 
Presentation.pptx
Presentation.pptxPresentation.pptx
Presentation.pptx
ZyreneCapulong
 
Role of digital gadgets in transformation of traditional learning to digital ...
Role of digital gadgets in transformation of traditional learning to digital ...Role of digital gadgets in transformation of traditional learning to digital ...
Role of digital gadgets in transformation of traditional learning to digital ...
Dr. C.V. Suresh Babu
 
THE RATIONALE AND FRAMEWORK FOR EVALUATING THE ICT USE IN TEACHER EDUCATION D...
THE RATIONALE AND FRAMEWORK FOR EVALUATING THE ICT USE IN TEACHER EDUCATION D...THE RATIONALE AND FRAMEWORK FOR EVALUATING THE ICT USE IN TEACHER EDUCATION D...
THE RATIONALE AND FRAMEWORK FOR EVALUATING THE ICT USE IN TEACHER EDUCATION D...
DrGavisiddappa Angadi
 
USABILITY OF WEB SITES ADDRESSING TECHNOLOGY BASED CASER (CLASSROOM ASSESSMEN...
USABILITY OF WEB SITES ADDRESSING TECHNOLOGY BASED CASER (CLASSROOM ASSESSMEN...USABILITY OF WEB SITES ADDRESSING TECHNOLOGY BASED CASER (CLASSROOM ASSESSMEN...
USABILITY OF WEB SITES ADDRESSING TECHNOLOGY BASED CASER (CLASSROOM ASSESSMEN...
IJCI JOURNAL
 
Big Data and Advanced Analytics For Improving Teaching Practices In 2023 | Fu...
Big Data and Advanced Analytics For Improving Teaching Practices In 2023 | Fu...Big Data and Advanced Analytics For Improving Teaching Practices In 2023 | Fu...
Big Data and Advanced Analytics For Improving Teaching Practices In 2023 | Fu...
Future Education Magazine
 
Final project program evaluation module 8
Final project program evaluation module 8Final project program evaluation module 8
Final project program evaluation module 8Daniel Downs
 
Enhancing ICT Education through Formative Assessment, Learning Analytics and ...
Enhancing ICT Education through Formative Assessment, Learning Analytics and ...Enhancing ICT Education through Formative Assessment, Learning Analytics and ...
Enhancing ICT Education through Formative Assessment, Learning Analytics and ...
César Pablo Córcoles Briongos
 
SSRN-id3333587.pdf
SSRN-id3333587.pdfSSRN-id3333587.pdf
SSRN-id3333587.pdf
jesb3
 
Ajman University
Ajman University Ajman University
Ajman University
Lee Schlenker
 
May 6633122 Researc & Evaluation- Gamification in Education.docx
May 6633122 Researc & Evaluation- Gamification in Education.docxMay 6633122 Researc & Evaluation- Gamification in Education.docx
May 6633122 Researc & Evaluation- Gamification in Education.docx
May Saeed
 
May 6633122 Researc & Evaluation- Gamification in Education.docx
May 6633122 Researc & Evaluation- Gamification in Education.docxMay 6633122 Researc & Evaluation- Gamification in Education.docx
May 6633122 Researc & Evaluation- Gamification in Education.docx
May Saeed
 
May 6633122 Researc & Evaluation- Gamification in Education.docx
May 6633122 Researc & Evaluation- Gamification in Education.docxMay 6633122 Researc & Evaluation- Gamification in Education.docx
May 6633122 Researc & Evaluation- Gamification in Education.docx
May Saeed
 
May 6633122 Researc & Evaluation- Gamification in Education.docx
May 6633122 Researc & Evaluation- Gamification in Education.docxMay 6633122 Researc & Evaluation- Gamification in Education.docx
May 6633122 Researc & Evaluation- Gamification in Education.docx
MaySaeed5
 
1st Seminar Presentation By Ali Aijaz Shar [Autosaved].pptx
1st Seminar Presentation By Ali Aijaz Shar [Autosaved].pptx1st Seminar Presentation By Ali Aijaz Shar [Autosaved].pptx
1st Seminar Presentation By Ali Aijaz Shar [Autosaved].pptx
Ali Aijaz
 
May 6633122 Researc & Evaluation- Gamification in Education_.docx
May 6633122 Researc & Evaluation- Gamification in Education_.docxMay 6633122 Researc & Evaluation- Gamification in Education_.docx
May 6633122 Researc & Evaluation- Gamification in Education_.docx
MaySaeed5
 
Predictive Analytics in Education Context
Predictive Analytics in Education ContextPredictive Analytics in Education Context
Predictive Analytics in Education Context
IJMTST Journal
 
A Survey on Research work in Educational Data Mining
A Survey on Research work in Educational Data MiningA Survey on Research work in Educational Data Mining
A Survey on Research work in Educational Data Mining
iosrjce
 
G017224349
G017224349G017224349
G017224349
IOSR Journals
 
JOURNAL/ARTICLE CRITIC
JOURNAL/ARTICLE CRITICJOURNAL/ARTICLE CRITIC
JOURNAL/ARTICLE CRITICRohaida Muslim
 

Similar to The impact of gamification technology on students performance motivation (20)

The role of gamification implementation in improving quality and intention in...
The role of gamification implementation in improving quality and intention in...The role of gamification implementation in improving quality and intention in...
The role of gamification implementation in improving quality and intention in...
 
Presentation.pptx
Presentation.pptxPresentation.pptx
Presentation.pptx
 
Role of digital gadgets in transformation of traditional learning to digital ...
Role of digital gadgets in transformation of traditional learning to digital ...Role of digital gadgets in transformation of traditional learning to digital ...
Role of digital gadgets in transformation of traditional learning to digital ...
 
THE RATIONALE AND FRAMEWORK FOR EVALUATING THE ICT USE IN TEACHER EDUCATION D...
THE RATIONALE AND FRAMEWORK FOR EVALUATING THE ICT USE IN TEACHER EDUCATION D...THE RATIONALE AND FRAMEWORK FOR EVALUATING THE ICT USE IN TEACHER EDUCATION D...
THE RATIONALE AND FRAMEWORK FOR EVALUATING THE ICT USE IN TEACHER EDUCATION D...
 
USABILITY OF WEB SITES ADDRESSING TECHNOLOGY BASED CASER (CLASSROOM ASSESSMEN...
USABILITY OF WEB SITES ADDRESSING TECHNOLOGY BASED CASER (CLASSROOM ASSESSMEN...USABILITY OF WEB SITES ADDRESSING TECHNOLOGY BASED CASER (CLASSROOM ASSESSMEN...
USABILITY OF WEB SITES ADDRESSING TECHNOLOGY BASED CASER (CLASSROOM ASSESSMEN...
 
Big Data and Advanced Analytics For Improving Teaching Practices In 2023 | Fu...
Big Data and Advanced Analytics For Improving Teaching Practices In 2023 | Fu...Big Data and Advanced Analytics For Improving Teaching Practices In 2023 | Fu...
Big Data and Advanced Analytics For Improving Teaching Practices In 2023 | Fu...
 
Final project program evaluation module 8
Final project program evaluation module 8Final project program evaluation module 8
Final project program evaluation module 8
 
Enhancing ICT Education through Formative Assessment, Learning Analytics and ...
Enhancing ICT Education through Formative Assessment, Learning Analytics and ...Enhancing ICT Education through Formative Assessment, Learning Analytics and ...
Enhancing ICT Education through Formative Assessment, Learning Analytics and ...
 
SSRN-id3333587.pdf
SSRN-id3333587.pdfSSRN-id3333587.pdf
SSRN-id3333587.pdf
 
Ajman University
Ajman University Ajman University
Ajman University
 
May 6633122 Researc & Evaluation- Gamification in Education.docx
May 6633122 Researc & Evaluation- Gamification in Education.docxMay 6633122 Researc & Evaluation- Gamification in Education.docx
May 6633122 Researc & Evaluation- Gamification in Education.docx
 
May 6633122 Researc & Evaluation- Gamification in Education.docx
May 6633122 Researc & Evaluation- Gamification in Education.docxMay 6633122 Researc & Evaluation- Gamification in Education.docx
May 6633122 Researc & Evaluation- Gamification in Education.docx
 
May 6633122 Researc & Evaluation- Gamification in Education.docx
May 6633122 Researc & Evaluation- Gamification in Education.docxMay 6633122 Researc & Evaluation- Gamification in Education.docx
May 6633122 Researc & Evaluation- Gamification in Education.docx
 
May 6633122 Researc & Evaluation- Gamification in Education.docx
May 6633122 Researc & Evaluation- Gamification in Education.docxMay 6633122 Researc & Evaluation- Gamification in Education.docx
May 6633122 Researc & Evaluation- Gamification in Education.docx
 
1st Seminar Presentation By Ali Aijaz Shar [Autosaved].pptx
1st Seminar Presentation By Ali Aijaz Shar [Autosaved].pptx1st Seminar Presentation By Ali Aijaz Shar [Autosaved].pptx
1st Seminar Presentation By Ali Aijaz Shar [Autosaved].pptx
 
May 6633122 Researc & Evaluation- Gamification in Education_.docx
May 6633122 Researc & Evaluation- Gamification in Education_.docxMay 6633122 Researc & Evaluation- Gamification in Education_.docx
May 6633122 Researc & Evaluation- Gamification in Education_.docx
 
Predictive Analytics in Education Context
Predictive Analytics in Education ContextPredictive Analytics in Education Context
Predictive Analytics in Education Context
 
A Survey on Research work in Educational Data Mining
A Survey on Research work in Educational Data MiningA Survey on Research work in Educational Data Mining
A Survey on Research work in Educational Data Mining
 
G017224349
G017224349G017224349
G017224349
 
JOURNAL/ARTICLE CRITIC
JOURNAL/ARTICLE CRITICJOURNAL/ARTICLE CRITIC
JOURNAL/ARTICLE CRITIC
 

More from Sherin El-Rashied

The Impact of Building Digital Culture on Employees.pdf
The Impact of Building Digital Culture on Employees.pdfThe Impact of Building Digital Culture on Employees.pdf
The Impact of Building Digital Culture on Employees.pdf
Sherin El-Rashied
 
Digital culture
Digital cultureDigital culture
Digital culture
Sherin El-Rashied
 
Recycling electronic waste
Recycling electronic wasteRecycling electronic waste
Recycling electronic waste
Sherin El-Rashied
 
Stability, growth and regulatory reform
Stability, growth and regulatory reformStability, growth and regulatory reform
Stability, growth and regulatory reform
Sherin El-Rashied
 
Align HR Strategy With Business Strategy
Align HR Strategy With  Business StrategyAlign HR Strategy With  Business Strategy
Align HR Strategy With Business Strategy
Sherin El-Rashied
 
The culture environments facing business - Australia
The culture environments facing business - AustraliaThe culture environments facing business - Australia
The culture environments facing business - Australia
Sherin El-Rashied
 
Support corporate culture - Tesla case study
Support corporate culture - Tesla case studySupport corporate culture - Tesla case study
Support corporate culture - Tesla case study
Sherin El-Rashied
 
Modeling business management systems transportation
Modeling business management systems transportationModeling business management systems transportation
Modeling business management systems transportation
Sherin El-Rashied
 
Mohamed Anwar El Sadat - Strategic Thinker
Mohamed Anwar El Sadat - Strategic ThinkerMohamed Anwar El Sadat - Strategic Thinker
Mohamed Anwar El Sadat - Strategic Thinker
Sherin El-Rashied
 
Productivity enhancement using lean
Productivity enhancement using leanProductivity enhancement using lean
Productivity enhancement using lean
Sherin El-Rashied
 
Between history and technology between past and present
Between history and technology between past and presentBetween history and technology between past and present
Between history and technology between past and present
Sherin El-Rashied
 

More from Sherin El-Rashied (11)

The Impact of Building Digital Culture on Employees.pdf
The Impact of Building Digital Culture on Employees.pdfThe Impact of Building Digital Culture on Employees.pdf
The Impact of Building Digital Culture on Employees.pdf
 
Digital culture
Digital cultureDigital culture
Digital culture
 
Recycling electronic waste
Recycling electronic wasteRecycling electronic waste
Recycling electronic waste
 
Stability, growth and regulatory reform
Stability, growth and regulatory reformStability, growth and regulatory reform
Stability, growth and regulatory reform
 
Align HR Strategy With Business Strategy
Align HR Strategy With  Business StrategyAlign HR Strategy With  Business Strategy
Align HR Strategy With Business Strategy
 
The culture environments facing business - Australia
The culture environments facing business - AustraliaThe culture environments facing business - Australia
The culture environments facing business - Australia
 
Support corporate culture - Tesla case study
Support corporate culture - Tesla case studySupport corporate culture - Tesla case study
Support corporate culture - Tesla case study
 
Modeling business management systems transportation
Modeling business management systems transportationModeling business management systems transportation
Modeling business management systems transportation
 
Mohamed Anwar El Sadat - Strategic Thinker
Mohamed Anwar El Sadat - Strategic ThinkerMohamed Anwar El Sadat - Strategic Thinker
Mohamed Anwar El Sadat - Strategic Thinker
 
Productivity enhancement using lean
Productivity enhancement using leanProductivity enhancement using lean
Productivity enhancement using lean
 
Between history and technology between past and present
Between history and technology between past and presentBetween history and technology between past and present
Between history and technology between past and present
 

Recently uploaded

Instructions for Submissions thorugh G- Classroom.pptx
Instructions for Submissions thorugh G- Classroom.pptxInstructions for Submissions thorugh G- Classroom.pptx
Instructions for Submissions thorugh G- Classroom.pptx
Jheel Barad
 
Supporting (UKRI) OA monographs at Salford.pptx
Supporting (UKRI) OA monographs at Salford.pptxSupporting (UKRI) OA monographs at Salford.pptx
Supporting (UKRI) OA monographs at Salford.pptx
Jisc
 
Introduction to AI for Nonprofits with Tapp Network
Introduction to AI for Nonprofits with Tapp NetworkIntroduction to AI for Nonprofits with Tapp Network
Introduction to AI for Nonprofits with Tapp Network
TechSoup
 
Biological Screening of Herbal Drugs in detailed.
Biological Screening of Herbal Drugs in detailed.Biological Screening of Herbal Drugs in detailed.
Biological Screening of Herbal Drugs in detailed.
Ashokrao Mane college of Pharmacy Peth-Vadgaon
 
A Strategic Approach: GenAI in Education
A Strategic Approach: GenAI in EducationA Strategic Approach: GenAI in Education
A Strategic Approach: GenAI in Education
Peter Windle
 
Palestine last event orientationfvgnh .pptx
Palestine last event orientationfvgnh .pptxPalestine last event orientationfvgnh .pptx
Palestine last event orientationfvgnh .pptx
RaedMohamed3
 
TESDA TM1 REVIEWER FOR NATIONAL ASSESSMENT WRITTEN AND ORAL QUESTIONS WITH A...
TESDA TM1 REVIEWER  FOR NATIONAL ASSESSMENT WRITTEN AND ORAL QUESTIONS WITH A...TESDA TM1 REVIEWER  FOR NATIONAL ASSESSMENT WRITTEN AND ORAL QUESTIONS WITH A...
TESDA TM1 REVIEWER FOR NATIONAL ASSESSMENT WRITTEN AND ORAL QUESTIONS WITH A...
EugeneSaldivar
 
Sha'Carri Richardson Presentation 202345
Sha'Carri Richardson Presentation 202345Sha'Carri Richardson Presentation 202345
Sha'Carri Richardson Presentation 202345
beazzy04
 
The Challenger.pdf DNHS Official Publication
The Challenger.pdf DNHS Official PublicationThe Challenger.pdf DNHS Official Publication
The Challenger.pdf DNHS Official Publication
Delapenabediema
 
Overview on Edible Vaccine: Pros & Cons with Mechanism
Overview on Edible Vaccine: Pros & Cons with MechanismOverview on Edible Vaccine: Pros & Cons with Mechanism
Overview on Edible Vaccine: Pros & Cons with Mechanism
DeeptiGupta154
 
special B.ed 2nd year old paper_20240531.pdf
special B.ed 2nd year old paper_20240531.pdfspecial B.ed 2nd year old paper_20240531.pdf
special B.ed 2nd year old paper_20240531.pdf
Special education needs
 
aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
siemaillard
 
The basics of sentences session 5pptx.pptx
The basics of sentences session 5pptx.pptxThe basics of sentences session 5pptx.pptx
The basics of sentences session 5pptx.pptx
heathfieldcps1
 
Synthetic Fiber Construction in lab .pptx
Synthetic Fiber Construction in lab .pptxSynthetic Fiber Construction in lab .pptx
Synthetic Fiber Construction in lab .pptx
Pavel ( NSTU)
 
Francesca Gottschalk - How can education support child empowerment.pptx
Francesca Gottschalk - How can education support child empowerment.pptxFrancesca Gottschalk - How can education support child empowerment.pptx
Francesca Gottschalk - How can education support child empowerment.pptx
EduSkills OECD
 
Mule 4.6 & Java 17 Upgrade | MuleSoft Mysore Meetup #46
Mule 4.6 & Java 17 Upgrade | MuleSoft Mysore Meetup #46Mule 4.6 & Java 17 Upgrade | MuleSoft Mysore Meetup #46
Mule 4.6 & Java 17 Upgrade | MuleSoft Mysore Meetup #46
MysoreMuleSoftMeetup
 
2024.06.01 Introducing a competency framework for languag learning materials ...
2024.06.01 Introducing a competency framework for languag learning materials ...2024.06.01 Introducing a competency framework for languag learning materials ...
2024.06.01 Introducing a competency framework for languag learning materials ...
Sandy Millin
 
Welcome to TechSoup New Member Orientation and Q&A (May 2024).pdf
Welcome to TechSoup   New Member Orientation and Q&A (May 2024).pdfWelcome to TechSoup   New Member Orientation and Q&A (May 2024).pdf
Welcome to TechSoup New Member Orientation and Q&A (May 2024).pdf
TechSoup
 
Polish students' mobility in the Czech Republic
Polish students' mobility in the Czech RepublicPolish students' mobility in the Czech Republic
Polish students' mobility in the Czech Republic
Anna Sz.
 
"Protectable subject matters, Protection in biotechnology, Protection of othe...
"Protectable subject matters, Protection in biotechnology, Protection of othe..."Protectable subject matters, Protection in biotechnology, Protection of othe...
"Protectable subject matters, Protection in biotechnology, Protection of othe...
SACHIN R KONDAGURI
 

Recently uploaded (20)

Instructions for Submissions thorugh G- Classroom.pptx
Instructions for Submissions thorugh G- Classroom.pptxInstructions for Submissions thorugh G- Classroom.pptx
Instructions for Submissions thorugh G- Classroom.pptx
 
Supporting (UKRI) OA monographs at Salford.pptx
Supporting (UKRI) OA monographs at Salford.pptxSupporting (UKRI) OA monographs at Salford.pptx
Supporting (UKRI) OA monographs at Salford.pptx
 
Introduction to AI for Nonprofits with Tapp Network
Introduction to AI for Nonprofits with Tapp NetworkIntroduction to AI for Nonprofits with Tapp Network
Introduction to AI for Nonprofits with Tapp Network
 
Biological Screening of Herbal Drugs in detailed.
Biological Screening of Herbal Drugs in detailed.Biological Screening of Herbal Drugs in detailed.
Biological Screening of Herbal Drugs in detailed.
 
A Strategic Approach: GenAI in Education
A Strategic Approach: GenAI in EducationA Strategic Approach: GenAI in Education
A Strategic Approach: GenAI in Education
 
Palestine last event orientationfvgnh .pptx
Palestine last event orientationfvgnh .pptxPalestine last event orientationfvgnh .pptx
Palestine last event orientationfvgnh .pptx
 
TESDA TM1 REVIEWER FOR NATIONAL ASSESSMENT WRITTEN AND ORAL QUESTIONS WITH A...
TESDA TM1 REVIEWER  FOR NATIONAL ASSESSMENT WRITTEN AND ORAL QUESTIONS WITH A...TESDA TM1 REVIEWER  FOR NATIONAL ASSESSMENT WRITTEN AND ORAL QUESTIONS WITH A...
TESDA TM1 REVIEWER FOR NATIONAL ASSESSMENT WRITTEN AND ORAL QUESTIONS WITH A...
 
Sha'Carri Richardson Presentation 202345
Sha'Carri Richardson Presentation 202345Sha'Carri Richardson Presentation 202345
Sha'Carri Richardson Presentation 202345
 
The Challenger.pdf DNHS Official Publication
The Challenger.pdf DNHS Official PublicationThe Challenger.pdf DNHS Official Publication
The Challenger.pdf DNHS Official Publication
 
Overview on Edible Vaccine: Pros & Cons with Mechanism
Overview on Edible Vaccine: Pros & Cons with MechanismOverview on Edible Vaccine: Pros & Cons with Mechanism
Overview on Edible Vaccine: Pros & Cons with Mechanism
 
special B.ed 2nd year old paper_20240531.pdf
special B.ed 2nd year old paper_20240531.pdfspecial B.ed 2nd year old paper_20240531.pdf
special B.ed 2nd year old paper_20240531.pdf
 
aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
 
The basics of sentences session 5pptx.pptx
The basics of sentences session 5pptx.pptxThe basics of sentences session 5pptx.pptx
The basics of sentences session 5pptx.pptx
 
Synthetic Fiber Construction in lab .pptx
Synthetic Fiber Construction in lab .pptxSynthetic Fiber Construction in lab .pptx
Synthetic Fiber Construction in lab .pptx
 
Francesca Gottschalk - How can education support child empowerment.pptx
Francesca Gottschalk - How can education support child empowerment.pptxFrancesca Gottschalk - How can education support child empowerment.pptx
Francesca Gottschalk - How can education support child empowerment.pptx
 
Mule 4.6 & Java 17 Upgrade | MuleSoft Mysore Meetup #46
Mule 4.6 & Java 17 Upgrade | MuleSoft Mysore Meetup #46Mule 4.6 & Java 17 Upgrade | MuleSoft Mysore Meetup #46
Mule 4.6 & Java 17 Upgrade | MuleSoft Mysore Meetup #46
 
2024.06.01 Introducing a competency framework for languag learning materials ...
2024.06.01 Introducing a competency framework for languag learning materials ...2024.06.01 Introducing a competency framework for languag learning materials ...
2024.06.01 Introducing a competency framework for languag learning materials ...
 
Welcome to TechSoup New Member Orientation and Q&A (May 2024).pdf
Welcome to TechSoup   New Member Orientation and Q&A (May 2024).pdfWelcome to TechSoup   New Member Orientation and Q&A (May 2024).pdf
Welcome to TechSoup New Member Orientation and Q&A (May 2024).pdf
 
Polish students' mobility in the Czech Republic
Polish students' mobility in the Czech RepublicPolish students' mobility in the Czech Republic
Polish students' mobility in the Czech Republic
 
"Protectable subject matters, Protection in biotechnology, Protection of othe...
"Protectable subject matters, Protection in biotechnology, Protection of othe..."Protectable subject matters, Protection in biotechnology, Protection of othe...
"Protectable subject matters, Protection in biotechnology, Protection of othe...
 

The impact of gamification technology on students performance motivation

  • 1. The Impact of Gamification Technology on Students’ performance and motivation in schools By: Sherin Haroun El Rashied
  • 2. Welcome • Our research proposal today will be about The Impact of Gamification Technology on Students’ performance and motivation in schools. • This topic is considered a new trend, as many people are unaware of the word “gamification” and the relation it has to do with learning. • “Gamification” is the application of game-design elements and Gamification technology is where games are used as a tool in education. • Since the new generation learners are becoming more digitally dependent, we assumed that gamification can be used in education particularly to enhance students’ performance and motivation. • Accordingly, our aim of today’s research proposal is to identify to what extent learning using gaming as a tool (Gamification Technology) will affect the educational process as a powerful tool for catalyzing attention and its influence as an educational approach.
  • 3. 1 2 3 4 5 6 7 8 9 Background Problem statement Literature review Scope of the study Relevance of the study Research design Time frame of the study Budget Bibliography Agenda
  • 4. 1. Background • The concept of Gamification Technology was already known almost one hundred years ago. The origins of Gamification Technology were in the early to mid 20th century in Soviet Union, where factory workers competed with each other to increase production, using points and other game-like elements. • Later, in American management, in the 21st century, the strategy of turning the workplace into a more playful setting reappeared. • In 1984, Coonradt (2007) “grandfather of Gamification Technology ”, published the first edition of his book The Game of Work, where he applied game principles in business contexts, dealing with employee motivation. • Gamification Technology creates a kind of engagement with games that can be translated to an educational context towards facilitating learning and influencing student behavior. • Educators have been exploring ways to utilize gamification power for motivation and its application to the classroom.
  • 5. 2. The Problem Statement - Aim The Aim of the study To identify to what extent Gamification Technology will affect the educational process as a powerful tool for catalyzing student performance & motivation in schools.
  • 6. 2. The Problem Statement - Objectives Investigate the relationship between using Gamification Technology in education and its impact on students’ success, (increasing their innovative imagination and qualifications). Determine key characteristics of successful usage of Gamification Technology in the educational process. Enhance educational processes by using Technology in line with global technological developments. Study the impact of Gamification Technology on education. Study the growing phenomena of integrating Gamification Technology into education and how it became an educational approach to motivate students. Study the ecosystem support using Gamification Technology in educational process.
  • 7. 2. The Problem Statement - Research Questions? 03 01 02 Does Gamification Technology have a direct impact on educational development? Do students prefer studying using Gamification Technology rather than the commonly methods? Does Technology Based Learning facilitate understanding? 04 Is there a direct relation between Gamification Technology and students’ innovative and imaginative qualifications? Will there be a sufficient budget to introduce such modern means of education in Egypt? Does the ecosystem support using Gamification Technology in educational process? 05 06
  • 8. Introduction Background Empirical Studies On Gamification The Criticism of Using Gamification Technology in Education Theoretical Research Concept 3. Literature Review
  • 9. 3. Literature Review Introduction Gamification Technology in education is an up and coming idea. This paper will look at what Gamification Technology is and its effects on student motivation and performance. Intrinsic and extrinsic motivation are also discussed and the effects Gamification Technology has on both types.. Background The origins of Gamification Technology appeared in the early to mid-20th century in Soviet Union, where workers and factories used to compete to increase production. Later, the American management, in the 21st century, developed a strategy of turning the workplace into a more playful setting, as stated by Coonradt, 2007, The Game of Work.. Theoretical research The potential that technology has to motivate students is discussed as it relates to expectancy-value model of motivation which focuses three areas of motivational theory (Pintrich & Schunk, 1996) Empirical Studies The use of simulations and digital games in education is expected to increase over the next years. Although there are much support for the benefits of digital games in education, there is mixed empirical support stated in Education, Pearson’s research report series. The criticism Some teachers believe that Gamification Technology must be avoided since it has the potential to decrease intrinsic motivation, due to its use of extrinsic motivators. Its application in education is still an emerging trend.
  • 10. 4. Scope of Study This research studies and analyzes the Impact of using Gamification Technology on Students’ motivation and performance in International schools (American Diploma and British IGCSE).
  • 11. • The new generation learners are digital natives, who are growing up with digital technologies. • In an attempt to solve the above stated concerns, we suggested to carry out this study to investigate the impact of Gamification Technology on students’ motivation and performance. • On the other hand, educators are currently facing major issues on how to increase students’ motivation and performance. • On the theoretical level, this research will be an added value and will contribute to the literature review already present. 5. Relevance of The Study
  • 12. 2 3 4 5 This is a causal study, hypothesis-testing study. A field experiment will be carried out in two to three schools using gamification tools and monitoring its impact students’ motivation and engagement. Purpose The extent of research interference will be minimal interface, and the study setting will be non-contrived Interference & Setting The research strategy will be mixed methods including; • Survey • Experiments • Observation • Case study Strategy The unit of analysis will be groups of students and their teachers. Unit of analysis The time horizon will be longitudinal study to identify cause-and-effect relationships. Time frame 6. Research Design 1
  • 14. Gamification Technology Students’ Performance Teachers expertise The dependent variablesThe independent variable The moderating variable 6. Research Design - Hypotheses Students’ Motivation
  • 15. 6. Research Design – Source of Data Primary Data Focus groups Panels Government Publications (educations, e- learning and new technology. Secondary Data Information gathered from schools (no. of students, grades &others)
  • 16. 6. Research Design – Methods of Data Collection • Structured Interviews • Computer-assisted interviewing (CATI & CAPI) • Structured Observation • Participant observation “Moderate” • Objective & subjective construct • Closed Questions Observation Interviews Observations Questionnaires
  • 17. 6. Research Design – Measurement Measurement: To measure the impact of gamification Technology on Students’ performance & motivation we can measure the following variables.
  • 18. 6. Research Design – Sampling design School students of International schools, systems chosen are American Diploma and British IGCSE. 1. The School students from the following stages: A. Primary B. Preparatory C. Secondary 2. Educators of the above mentioned stages. A random sample of 2-3 schools are chosen from the above mentioned educational systems and are studied in depth. Population Clusters Sample
  • 19. 6. Research Design – Data analysis The unit of analysis will be groups of: Students Teachers Validation: Correlational Analysis will be performed to measure the impact of Gamification Technology and Students’ performance/motivation, using statistical testing and SPSS tools.
  • 20. 7. Time Plan As previously mentioned, this is a longitudinal study, accordingly the time frame necessary for the completion of this research project will be approximately 12 months. During which, periodic analytical reports will be provided on the results achieved. 12 months 9 months week 2 weeks 1 month 3 weeks week 2 weeks
  • 21. Budget items directly tied to the project Ex: Salaries and Wages, Equipment, Materials and Supplies Budget items indirectly tied to the project Ex. Services & Others Non-Financial cost Ex. Include time (working hours) and efforts (man hours) Direct Indirect Non-Financial 8. Budget
  • 22. 8. Budget Description Cost Cost Directly Tied to the Project Salaries and Wages • Academic personnel • Research assistants • Interviewers • Technicians • Computer programmer • Administrators XX XX XX XX XX XX Equipment • Fixed equipment • Movable equipment • Equipment installation XX XX XX Materials and Supplies • Office supplies specifically for project • Communications • Test materials or samples XX XX XX Total Cost Directly Tied to the Project xxx Cost Indirectly Tied to the Project Services (ISR services (e.g., surveys), Data analysis) XX Other (Purchase of data, periodicals, books XX Total Cost Indirectly Tied to the Project xxx Grand Total xxxx
  • 23. 1. Gamification Technology in Education, Susan Sandusky, University of Arizona. 2. Gabriela Kiryakova1, Nadezhda Angelova2 and Lina Yordanova3 in Gamification Technology in education. 3. Coonradt (2007) published the first edition of his book The Game of Work. Coonradt, known as the “grandfather of gamification”, applied game principles in business contexts, dealing with employee motivation. 4. The impact of Gamification Technology on students’ extrinsic & intrinsic motivation, Theresa (Therri) Papp1. 5. Raising engagement in e-learning through Gamification Technology Cristina Ioana Muntean, Cybernetics and Statistics, Babes-Bolyai University, Romania- Strada Mihail Kogălniceanu, Nr. 1, Cluj-Napoca, Romania. 6. Walz, Steffen (2015). The Gameful World: Approaches, Issues, Applications. MIT Press. 7. JP Mangalindan (2010-09-03). "Play to win: The game-based economy". Fortune. Archived from the original on 2012-11-12. Retrieved 2012-11-25. 8. Ivana Medica Ružić, Mario Dumančić: Gamification Technology in education. 9. Kapp (Kapp, 2012). 10. W. Hsin-Yuan Huang, D. Soman, 2013. 11. The Role of Gamification Technology in Education, Garamkhand Surendeleg - National Learning Resource Center, Mongolian-Korean Polytechnic College Ulaanbaatar, Mongolia. 12. Pim van de Pavoordt in Gamification Technology of Learning. 9. Bibliography
  • 24. 9. Bibliography 13. Juho Hamari, Jonna Koivisto, Harri Sarsa in Does Gamification Technology Work? — A Literature Review of Empirical Studies on Gamification Technology 14. Dr. Ian Glover Play As You Learn: Gamification Technology as a Technique for Motivating Learners. 15. Cristina Ioana Muntean -Cybernetics and Statistics, Babes-Bolyai University, Romania - Strada Mihail Kogălniceanu, Nr. 1, Cluj-Napoca, Romania 16. Gabriela Kiryakova1, Nadezhda Angelova2, Lina Yordanova3 in Gamification Technology in education. 17. Annetta, Minogue, Holmes, & Cheng, 2009; Barab, Thomas, Dodge, Carteaux, & Tuzun, 2005; de Freitas, 2006; Ke, 2009; Liu et al., 2014; Moreno, 2012; Papastergiou, 2009; Van Eck, 2006 18. Barab et al., 2005; Batson & Feinberg, 2006; de Freitas, 2006; Papastergiou, 2009 19. Van Eck, 2006, p. 18), which allows for application and practice. 20. The impact of Gamification Technology on students’ extrinsic and intrinsic motivation, https://conference.pixel- online.net/FOE/files/foe/ed0007/FP/3607-ICL2320-FP-FOE7.pdf 21. Proceedings of the 29th Annual ACM Symposium on Applied Computing (SAC '14). 22. Gooch, Daniel; Vasalou, Asimina; Benton, Laura; Khaled, Rilla (2016-01-01). "Using Gamification Technology to Motivate Students with Dyslexia". Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems.