Search
On-Site Program Calendar
Browse By Day
Browse By Time
Browse By Person
Browse By Room
Browse By Unit
Browse By Session Type
About AERA 2023 Annual Meeting
Program Information
Key Dates / FAQ
Search Tips
Change Preferences / Time Zone
Sign In
"Online classes are a norm in today’s society as they have become an increasingly popular
alternative to attending classes in person. This transition from face-to-face to virtual
communication has become an adjustment for both teachers and students; however, the lack of contact between these two groups has led to a noticeable decrease in student retention. As part of a larger university effort, I examined gamification to explore possible solutions for declining login rates, lower assignment turn-ins, and higher failure rates. The gamification framework uses elements typically found in games to encourage participation from a certain audience. Using this to guide the literature review, I created specific recommendations for the university’s learning management system (LMS) and found that the most effective practices revolve around the human need for social relations and competition. Interventions were created using these recommendations to reward students based on their performance and create competition among peers. Results will be measured by comparing pre- and post-intervention data from a master’s level class. We expect to see more logins, a higher passing rate, a lower failure rate, more student participation, more assignment turn-ins, and increased motivation. If successful, then the next steps will be to implement this system for all online classes and suggest to other universities to incorporate gamification as well.
"