THE IMPACT OF GAMIFICATION ON STUDENT ENGAGEMENT IN STEM SUBJECTS

Department: EDUCATION | Price: ₦5,000.00

Project Overview

This study examines gamification's impact on student engagement in STEM education through a mixed-methods design with 150 undergraduate students. Findings reveal that gamified instruction significantly enhances behavioral, emotional, and cognitive engagement compared to traditional approaches (?² = .10-.14). Self-efficacy partially mediated this relationship, while autonomous motivation did not. Prior gaming experience moderated gamification effectiveness, with greater benefits for experienced gamers. Qualitative data identified increased motivation, enhanced learning support, and social dynamics as key themes. The research contributes theoretical insights into Self-Determination Theory and the Theory of Gamified Learning, while providing practical recommendations for implementing gamification in STEM classrooms. Results suggest gamification is a valuable pedagogical tool when thoughtfully designed to balance extrinsic incentives with opportunities for autonomy and mastery.

Abstract / Chapter One Preview

The persistent challenge of low student engagement in Science, Technology, Engineering, and Mathematics (STEM) education has prompted educators and researchers to explore innovative pedagogical approaches. Gamification—the strategic application of game design elements in non-game contexts—has emerged as a promising intervention to enhance student motivation, participation, and learning outcomes in STEM disciplines. This comprehensive work presents a systematic examination of gamification's impact on student engagement in STEM education, drawing upon contemporary research from 2020 to the present. Through a mixed-methods research design incorporating quantitative surveys (n=150), quasi-experimental interventions, and qualitative interviews, the study investigates how gamified instruction influences behavioral, emotional, and cognitive dimensions of student engagement. The findings reveal that gamification significantly enhances student engagement across all three dimensions, with leaderboards, points systems, badges, and narrative-driven elements demonstrating particular efficacy. However, the research also identifies critical moderating factors, including individual differences in gaming experience, gender, and prior academic achievement, that influence gamification's effectiveness. The study further establishes that the relationship between gamification and engagement is mediated by autonomous motivation and self-efficacy, supporting the theoretical frameworks of Self-Determination Theory and the Theory of Gamified Learning. This work contributes both theoretical insights and practical recommendations for educators seeking to implement gamification strategies effectively in STEM classrooms, while also identifying avenues for future research in this rapidly evolving field.
Keywords: Gamification, student engagement, STEM education, motivation, Self-Determination Theory, game elements, learning outcome
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