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Gamified Classrooms: Descriptive Com...
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Ruffins, Sasha.
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Gamified Classrooms: Descriptive Comparative Study of Academic Success and Experience Between Generations.
Record Type:
Electronic resources : Monograph/item
Title/Author:
Gamified Classrooms: Descriptive Comparative Study of Academic Success and Experience Between Generations./
Author:
Ruffins, Sasha.
Published:
Ann Arbor : ProQuest Dissertations & Theses, : 2024,
Description:
127 p.
Notes:
Source: Dissertations Abstracts International, Volume: 85-06, Section: A.
Contained By:
Dissertations Abstracts International85-06A.
Subject:
Adult education. -
Online resource:
https://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=30817990
ISBN:
9798381160499
Gamified Classrooms: Descriptive Comparative Study of Academic Success and Experience Between Generations.
Ruffins, Sasha.
Gamified Classrooms: Descriptive Comparative Study of Academic Success and Experience Between Generations.
- Ann Arbor : ProQuest Dissertations & Theses, 2024 - 127 p.
Source: Dissertations Abstracts International, Volume: 85-06, Section: A.
Thesis (Ph.D.)--Capella University, 2024.
The effect of gamified elements among adult learners in online post-secondary education classrooms is essential to determining the needs of each learner and if they vary from generation to generation and affect their playful experience and academic success. The gap in research exists as this is yet to be determined. The research questions tested in this study were: Is there a difference in playful experience in an online class with gamification between baby boomers, Generation X, and Generation Y, and is there a difference in academic success in an online class with gamification between baby boomers, generation X, and generation Y? A quantitative methodology was chosen for this research study. The research methodology used to analyze the data was a multivariate analysis of variance. The target population for this study was adult students who had been enrolled in a post-secondary online class with gamified elements within the last five years, were born between 1946 and 1995, and did not know the researcher personally or professionally. Exclusion criteria are students who have not taken an online gamified class within the last five years or were born before 1995 and after 1946, as well as any student who had been taught by the researcher or knew her personally or professionally. The sample size was 105 participants: 33 baby boomers, 35 participants of Generation X, and 37 participants of Generation Y. Data were analyzed using the Playful Experience Questionnaire to determine each learner's playful experience when engaging with gamified elements in their online class. Final grades were used to analyze academic success. This research did not generate statistically significant findings for the research questions. However, the findings can be used to recommend further research, such as testing gamified elements in isolation from other gamified elements.
ISBN: 9798381160499Subjects--Topical Terms:
543202
Adult education.
Subjects--Index Terms:
Academic success
Gamified Classrooms: Descriptive Comparative Study of Academic Success and Experience Between Generations.
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The effect of gamified elements among adult learners in online post-secondary education classrooms is essential to determining the needs of each learner and if they vary from generation to generation and affect their playful experience and academic success. The gap in research exists as this is yet to be determined. The research questions tested in this study were: Is there a difference in playful experience in an online class with gamification between baby boomers, Generation X, and Generation Y, and is there a difference in academic success in an online class with gamification between baby boomers, generation X, and generation Y? A quantitative methodology was chosen for this research study. The research methodology used to analyze the data was a multivariate analysis of variance. The target population for this study was adult students who had been enrolled in a post-secondary online class with gamified elements within the last five years, were born between 1946 and 1995, and did not know the researcher personally or professionally. Exclusion criteria are students who have not taken an online gamified class within the last five years or were born before 1995 and after 1946, as well as any student who had been taught by the researcher or knew her personally or professionally. The sample size was 105 participants: 33 baby boomers, 35 participants of Generation X, and 37 participants of Generation Y. Data were analyzed using the Playful Experience Questionnaire to determine each learner's playful experience when engaging with gamified elements in their online class. Final grades were used to analyze academic success. This research did not generate statistically significant findings for the research questions. However, the findings can be used to recommend further research, such as testing gamified elements in isolation from other gamified elements.
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https://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=30817990
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