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AECT 2021 Convention Page
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EdApp will be introduced as a gamification curriculum to increase self-regulated learning and motivation in students. Based off an action research study of 10 academically at-risk students in a first-year experience course, an analysis of descriptive and inferential statistics using quantitative and qualitative data will be reviewed. Additionally, implications for using gamified curriculums and future areas of research will be offered. Participants are asked to deploy EdApp and engage with the app throughout the session.
Presenter: Candace Lisek Bruder, University of South Carolina
Presenter: Tammi D. Kolski, University of South Carolina