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Sandra Chambers Research Proposal
Sandra Chambers Research Proposal
Sandra Chambers Research Proposal
Sandra Chambers
Research Proposal
The current study proposal aims to investigate the effect of gamification of practice activities and
assessments on the academic performance of middle school and high school students in an online
grammar course. While similar studies have been done, most of these studies focus on the motivational
impact of gamification rather than the effect on academic performance. This study attempts to control
motivation of students by using heterogeneity of subjects (all students have previously shown
motivation to not only succeed, but to excel). Participants are enrollees of a voluntary online grammar
course during the four seasons of 2021. These participants will be randomly assigned to either the
control group (no gamification) or the experimental group (gamification). The inferences obtained from
the results may impact instructional design and pedagogical policies, theoretical implications, and
practical recommendations for this grammar course (and any future courses to come).
Abstract.......................................................................................................................................................3
Introduction.................................................................................................................................................5
Background.............................................................................................................................................5
Research Gap..........................................................................................................................................6
Research Question..................................................................................................................................6
Significance.............................................................................................................................................7
Literature Review........................................................................................................................................8
Article 1...................................................................................................................................................8
Article 2.................................................................................................................................................10
An Empirical Study on the Use of Gamification on IT Courses at Higher Education: by B. Barna and
S. Fodor.............................................................................................................................................10
Article 3.................................................................................................................................................12
Article 4.................................................................................................................................................14
Establishing the Impact that Gamified Homework Portals Can Have on Students’ Academic
Gamifying English Language Learning: A Quasi-Experimental Study Examining Middle School EFL
Learners’ Vocabulary Learning Motivation: by Zeynep Turan and Birgil Akdag Cimen.....................16
Article 6.................................................................................................................................................17
Learning and Engagement in a Gamified Course: Investigating the Effects of Student Characteristics:
Article 7.................................................................................................................................................19
An Empirical Study Comparing Gamification and Social Networking on E-learning: by Luis de-
Proposed Methodology.............................................................................................................................22
Research Design....................................................................................................................................22
Research Participants............................................................................................................................22
Variables...............................................................................................................................................23
References.................................................................................................................................................26
Introduction
Background
A massive rising trend for teenagers (as well as children and adults) in this technological age is
collaborative and interactive gaming. It is no surprise, then, that adding gamification to education “has
popularity of the gaming industry is certainly a prime factor for upward trends of gamifying educational
content, however there are other reasons that instructional designers implement games into curriculum
and training. In fact, De-Marcos et al. (2014) suggest that “gamification is currently driven by the success
and momentum of videogames but it also draws on different psychological theories, mostly using
While gamification technically can include intensive player interaction like virtual and
augmented reality most of the prominent research literature, when referring to gamification, writes of
more simplistic methods of gamification and game elements such as leaderboards, points, and badges.
According to Aldemir et al. (2018), gamification is “an umbrella term focusing on the use of game
elements instead of full-fledged games to improve user experience and engagement in non-game
contexts including education.” For the purpose of the current study, gamification will use the latter
definition including simple game play through 2D arcade style assignments and assessments.
Research Gap
Research regarding the effects of gamification on learning is prolific (at least for a recently developed
educational movement), however, most of the studies focus on the motivational aspects of learning, or
how motivation improves student performance rather than the actual effect of gamification on the
academic improvement of students. According to Davis et al. (2018) “motivational views of game‐based
learning represent a sizable portion of existing scholarship on games and learning.” Barna and Fodor
accentuate that point when they stated that “gamification has recently become one of the most popular
While gamification is popular and “used to promote the engagement and motivation of the
involved individuals in business, education, health industry, societal responsibilities and many other
student performance. According to Turan and Cimen (2018) “gamification of education may offer a new
and more enjoyable way for students to learn, however, gamified courses do not guarantee academic
design, this study intends to veer away from the motivational aspects of gamification. The research for
this study will focus solely on whether gamification of assignments and assessments in an online
grammar class for middle school and high school students has a significant effect on academic
performance.
Research Question
To what extent, if any, does gamification of practice activities and assessments affect the academic
performance of middle school and high school students in an online grammar course?
Significance
Understanding the true effect of gamification on academic performance (not on motivation), if there is
indeed an effect, can help instructional designers to better plan curriculum that will improve student
output. In regard to policy, if this study discovers a positive relationship between gamification and
academic performance, instructional designers will know to invest time and energy into constructing
gamification concepts into academics as an improvement tool for student performance. If there is no
relationship or a negative relationship between gamification and academic performance, designers will
know to avoid the extra expense of creating gamification in course curriculum, or to plan the
The current theories revolving around gamification in learning are variant and at times even
contradictory. Barna and Fodor (2017) are of the opinion that “gamification may improve various
and teachers, providing regular feedback to students, and optimal use of available infrastructure and
human resources.” And Brewer et al. (2013) concluded that “the points and prizes were successful in
their goal of motivating the children to complete all the tasks.” While many researchers hail gamifying
performance, not everyone agrees. Butler and Bodnar reported that “overall, the implementation of the
gamification platform had relatively neutral impact on student’s academic motivation towards
homework.” And, according to Aldemir et al. (2018), “students in a gamified course had less motivation,
satisfaction, and lower exam grades than those in a non-gamified class”. The results of this research
study will contribute to the developing instructional design and pedagogical theories centralized around
The results of the current research will be used in a practical way to implement changes to the
online grammar course that will improve the overall student knowledge gain in the course. In the event
that there is a positive correlation between gamification and educational performance, the course
designers will have the data they need to better design the gamification of the current course and to
develop future courses in a similar manner. If the correlation between the two is negative, the course
designers will know not to invest time, money, and effort into gamifying courses in the future. If there is
no significant correlation between the two, the designers may choose to eliminate the gamification,
Article 1
Gamified Course, Aldemir, Celik, and Kaplan (2018) explore how game elements affect student
perceptions in a gamified instructional technology and material development course. In the study they
suggest that game elements such as badges, leaderboards, points, ranks, progress bars, and quests
increase student motivation, satisfaction, and achievement. However, they assert that gamification
methods can be diverse and therefore application, extent, and effectiveness will also be diverse (Aldemir
instructor to develop a course that was fully gamified in a Harry-Potter-like atmosphere. The basic
premise was that students start as apprentice wizards and progress to a master wizard level by
obtaining points through course work and through collaboration with their wizard house. Gamification
was integrated throughout the entire course including pre-class welcome letters, instructor PowerPoint
presentations, syllabus, assignments, group activities, and lectures (Aldemir et al., 2018, p. 240).
Results of the study were separated into nine categories of gamification: challenge, narrative,
leaderboard, reward, badge, teams, win-state, points, and constraints. Aldemir et al. (2018) summarized
data according to each of the nine categories of gamification and gave percentages of participants that
liked and/or disliked each category (Aldemir et al., 2018, p. 243). The study did not include any other
chosen through a combination of convenience sampling (the instructor was willing to try a new method
in her class) and purposeful sampling (interview participants were chosen who had information rich
experiences). The researchers gathered data using triangulation through interviews, observation, and
documentation in order to determine how game elements should be designed and implemented from a
Additionally, Aldemir et al. (2018) consulted with outside experts who analyzed and coded the
data. The researchers reported that “triangulation, peer examination, and an audit trail were followed
to ensure consistency, whereas triangulation, member checking, engagement in data collection, peer
examination, and the search for negative findings were followed to fulfill credibility” (Aldemir et al.,
2018, p. 243). In order to improve external validity, the course was also delivered to participants from a
variety of departments and was repeated in two cycles (Aldemir et al., 2018, p. 242).
Aldemir et al. (2018) attempted to emphasize the strength of the study, but they also succinctly
indicated the limits of the study. While they worked to improve external validity, the researchers openly
state that the study participants may not represent a more generalized target group (Aldemir et al.,
2018, p. 250). They also identify that more than two repetitions may be needed to eliminate extraneous
variable affect (particularly as they did nothing to address differences in the two groups of students
between the two cycles) (Aldemir et al., 2018, p. 250). As with many qualitative studies, the results of
the data are reliant on honest and sincere responses from participants and unbiased interpretations of
observations.
This study determines student preference of gamification methods for this sample population.
However, it has low external validity and while it can be used as a starting point for other studies, it
cannot be generalized to other populations without considerable care. Additionally, this study had too
have been affecting student preference. There were too many variables and not enough constants.
While this study focuses on the motivational aspects of gamification in multiple aspects of a
course, the present study focuses on solely the impact of gamification used in practice activities and
assessments only. All other curriculum and content will be identical between the experimental group
and the control group. Additionally, while Aldemir and his associates concentrated on student
perception and motivation, the present study is solely concerned with academic performance.
Article 2
An Empirical Study on the Use of Gamification on IT Courses at Higher Education: by B. Barna and S.
Fodor
In their paper, An Empirical Study on the Use of Gamification on IT Courses at Higher Education, B. Barna
and S. Fodor (2017) focused on the effect of using gamification to teach Information Technology to
Technology course, had access to a gamified version of the course in an online platform called Modular
Object-Oriented Dynamic Learning Environment (MOODLE). The students participated in the four-
module online curriculum to complete weekly tests, “life-boat” tests, and optional assignments for
which they were rewarded points and badges. In turn, students could use these points and badges to
earn extra points on the midterm and final exams. However, participation in these tests was not
The data collected from the MOODLE platform (points, failure rates, course evaluations, and
student feedback) were analyzed and coded. Barna and Fodor (2017) assessed course quality by student
willingness to participate, exam scores, and student satisfaction surveys. Based on the results that they
The researchers differentiated results into two groups: full-time students and part-time students
(Barna, & Fodor, 2017, p. 4). The statistics were displayed with graphs showing percentage of each
student group that participated in gamification activities each week. Student satisfaction was obtained
through course evaluation system questionnaire (1-5 scale) and compared with a questionnaire filled
out by students in a similar Information Technology class that did not have access to the online MOODLE
gamification (Barna, & Fodor, 2017, p. 8). (While both courses had the same syllabus, no mention was
made of whether teacher was the same or whether other extraneous variables were taken into
consideration by the researchers). The authors did acknowledge that lack of a comparable course is a
weakness to the study and have plans to split each course into two groupings one with the gamification
and one without during the next rendition of the experiment (Barna, & Fodor, 2017, p. 9).
This qualitative study was intended to be a correlational study but lacked the necessary data to
determine a correlational relationship. The researchers indicated that they wanted to determine the
effectiveness of teaching using gamification in a higher level Information Technology course, however,
they only reported data about the gamified course and did not report data about the non-gamified
course. They did, however, have participants from both courses take the student satisfaction survey and
compared the results. Student satisfaction surveys from the gamification course scored roughly 10%
higher.
Unfortunately, the study includes very little reference to either reliability or validity and does
not offer replicable methods. They did not provide any descriptive statistics other than percentage of
full-time and part-time students who participated in the voluntary online platform each week.
surveys, attempted to describe the effect of gamification on student satisfaction. While motivation and
student satisfaction are important elements to education, they do not necessarily lead to higher
academic performance. While the study participants in this paper are undergraduates, the participants
in the current study are middle schoolers. Additionally, the current study differs in that it is attempting
to pinpoint the effect of gamification on academic performance in a middle school grammar class and
Article 3
Brewer et al. (2013), in their study Using Gamification to Motivate Children to Complete Empirical
Studies in Lab Environments, discuss the use of gamification to help increase motivation and completion
rates of child study participants aged 5 to 7. In their original research work on determining how children
engage with educational technology, the researchers encountered difficulty working with younger
children. To remedy this situation, they researched how introducing gamification components to the
research study protocol affected the participation and completion rates for younger children (Brewer et
In order to obtain data on touch interaction tasks and gesture interaction tasks in younger
children, Brewer et al. developed two study protocols (Brewer et al., 2013, p. 3). This correlational
research compares the completion rates of the first protocol, performed without gamification, and the
second protocol, performed with gamification added. In the first protocol, seven participants were asked
to use their fingers to draw various gestures (like letters) on the screen. Unfortunately, many of the
young children grew bored and requested permission to quit (Brewer et al., 2013, p. 3). The second
The completion rate of the gamified protocol was much higher than the completion rate for the
non-gamified protocol. Descriptive statistics were used to identify completion rate differences (mean,
range, and standard deviation). The mean completion rate of the first protocol was 73% whereas the
mean completion rate for the second protocol was 97%. From these results, the researchers inferred
that gamification (points and prizes) motivates young children to complete tasks in empirical studies.
They also determined that these gamification elements did not negatively impact the study (Brewer et
This study suggests that gamification used with children does not negatively influence study
results. This is encouraging to the current study because the participants are students (though slightly
older than these students) and ideally, adding gamification to activities and assessments in a middle
school grammar course will similarly not present negative impacts to learning and academic
achievement. However, while this study focused on task completion rates, the present study will focus
Article 4
Establishing the Impact that Gamified Homework Portals Can Have on Students’ Academic Motivation:
In their study, Establishing the Impact that Gamified Homework Portals Can Have on Students’ Academic
Motivation, Butler and Bodnar (2017) investigated how the implementation of a gamification platform
impacted student motivation to complete homework. The homework platform was created with nine
levels that Freshman Engineering students could move through to complete quests which began with
more basic concepts and increased in complexity and difficulty (Butler & Bodnar, 2017, p. 5). Each
experience points, badges, and special rewards on the platform (Butler & Bodnar, 2017, p. 6).
Completion of quests on the platform counted for 15% of the students’ final grade in the course (Butler
Butler and Bodnar (2017) specified the operational definition of motivation in this study as
results from a voluntary MUSIC Mosel Academic Motivation Survey as well as voluntary participation in
an end of semester focus group. Both the survey and participation in the focus group were analyzed
using a coding framework by two coders (a faculty member and an undergraduate student) and
prominent themes were identified. Inter-rater reliability was assessed using Cohen’s Kappa with an
According to the results reported by the researchers, there were many discrepancies in the data
set between the two class sections. Each motivational aspect measured by the MUSIC survey
(Empowerment, Useful, Success, Interest, Caring) had means and standard deviations calculated for
each class section. Section 1 means were significantly lower than Section 2 means, and Section 1
standard deviations were much higher than Section 2 standard deviations (Butler & Bodnar, 2017, pp.
10-11). The paper identifies many possibilities for these discrepancies, one of which was to suggest that
the differences might be due to the variation in percent of completed surveys (section 1 had 21 surveys
out of 23 students whereas section 2 had only 6 surveys out of 18 students) (Butler & Bodnar, 2017, p.
11).
While the researchers studied motivation in two sections of the course, the sample size was too
small to generalize results to wider population without more iterations of the study. Additionally, the
focus group questions were specific to the platform used and would not be able to be generalized to a
great population. The external validity of this study is low. The course sections were taught by two
The implications of the study showed that the gamified platform had a neutral effect on academic
Due to lack of both internal and external validity, the results of this study are not particularly
valid in regard to the current study. However, the gamification platform design in this study is similar to
the platform design of the present study, where participants will earn experience points by playing
games to fulfill assignment requirements. In contrast to this study, however, the current research design
will incorporate game play as the means to obtain experience (and therefore gain assignment points).
Article 5
Gamifying English Language Learning: A Quasi-Experimental Study Examining Middle School EFL
Learners’ Vocabulary Learning Motivation: by Zeynep Turan and Birgil Akdag Cimen
Turan and Cimen (2018), in Gamifying English Language Learning: A Quasi-Experimental Study
Examining Middle School EFL Learners’ Vocabulary Learning Motivation, investigated the impact of
gamification on student learning motivation. The researchers studied two classrooms of seventh grade
students. Through convenience sampling, Turan and Cimen (2018) assigned one class as the control
group (non-gamified) and the other as the experimental group (gamified). While the control group
studied language vocabulary in a traditional way, the experimental group was taught language
vocabulary through the use of gamification tools (Turan & Cimen, 2018, p. 2).
The data were collected through a Likert-type questionnaire which was filled out prior to the
course as a pre-test survey and again after the course as a post-test survey (Turan & Cimen, 2018, p. 2).
The results of the pre-test for the control group and the experimental group were compared via t-test,
and the results (t = 0.359, p =.72 >.05) showed that there was no significant difference between the two
group pre-test survey scores. In contract, the post-test survey comparison showed a significant
surveys seems to indicate that the gamification in this study affects student motivation (Turan & Cimen,
Unfortunately, the researchers did not include a copy of the Likert scale survey that they used
for their study and did not refer to whether they created the survey or modified an existing survey. If the
survey was indeed a good measurement tool for student motivation, then the conclusions drawn by the
researchers may be accurate. If, however, the measurement tool did not assess motivation, but
assessed something else or nothing at all, then the study conclusions would be in error.
Once again, the focus of this study was on student motivation, contrary to the current study.
However, this research design was also focused on language learning, which is in the same general field
as learning grammar. Additionally, the game-play features of the gamification process are similar. While
Turan et al. (2018) reported to have found a significant improvement of student motivation when these
gamification treatments are utilized, they do not report on academic achievement. The current study
intends to extend this research to include information regarding effect on student performance.
Article 6
Learning and Engagement in a Gamified Course: Investigating the Effects of Student Characteristics: by
In their study, Learning and Engagement in a Gamified Course: Investigating the Effects of Student
Characteristics, Davis et al. (2018) investigated how gamification in an undergraduate informatics course
impacted student learning, achievement, and engagement with course material. The researchers
surveyed student participants three times during the year in order to note student attitudes of both
gamification and the course, specifically focusing on engagement, learning, and achievement. The
Participant students attended a combined “Big Class” with the instructor once a week where
they engaged in highly interactive activities and combined play. They also attended a “Small Class” twice
a week with a teaching assistant where they would take quizzes and perform class activities (Davis et al.,
2018, p. 4). All student work (tests, quizzes, activities, class participation, etc.) was worth a certain
amount of XP points, and student grades were based on accumulation of XP. The top ten XP holders
would be listed on a leaderboard and given a small prize periodically throughout the semester.
Additionally, students were able to earn badges and level-up (Davis et al., 2018, pp. 4-5).
The researchers used two different ordinal measurement scales to identify which students to
classify as “gamers”. The first was based on gameplaying hours per week (0 hr - nonplayers, 1-9 hr- light
players, 10+ hr - heavy players). The second was student self-identification as (non-gamer, casual gamer,
avid gamer). Unfortunately, due to variance in attendance, many participants did not take all three
Because the data did not have “enough response levels to satisfy the normal assumptions of
common statistics”, Davis et al. (2018) used nonparametric tests for statistical significance (the Mann-
Whitney U test for comparing two groups and the Kruskal and Wallis test for comparing more than two
groups). For count and non-ordinal data chi-squared tests were used. Participants that did not have
complete data sets were omitted from the data analysis (Davis et al., 2018, p. 5).
Davis et al. (2018) reported that their results indicated that student attitude toward gamification
was mostly positive and maintained similar percentages throughout the semester. Roughly 60% of
participants said that they learned and achieved more with the gamification than they would have
gamification in the course enhanced student engagement in the material (Davis et al., 2018, p. 7).
The effects of gender did not seem to play any significant difference in relation to engagement
or learning achievement. The one exception was that female students were slightly more likely to
indicate that the gamification had a positive impact on their grade. In contrast, there was a much larger
difference of the effect of gamification in the course from the perspective of non-gamers. Approximately
70% of non-gamers reported that they had less motivation to do well in the gamified course compared
to the 30% of heavy gamers and the 15% of light gamers (Davis et al., 2018, p. 7).
One of the strengths of the study was that the researchers were able to obtain survey results
from participants three different times during the study. These survey results followed student
perceptions and attitudes through the course beginning, middle, and conclusion. A weakness in the
study was the mortality of participant involvement due to varying levels of student attendance in the
class and omitting participants without complete data decreased internal validity.
This study indicates that gamification in this study did not affect males and females differently,
which will be useful information in the currently study. However, it does indicate that “non-gamers”
may be negatively affected by gamification used as part of the course. Because the current research
proposal is targeting an alternate age group, it is possible that this will not be an issue. Nevertheless, in
order to avoid this possible negative impact, the present study intends to limit the intensity of the
gamification and only integrate the gamification as part of learning activities and assessments (not
learning curriculum).
An Empirical Study Comparing Gamification and Social Networking on E-learning: by Luis de-Marcos,
In their study, An Empirical Study Comparing Gamification and Social Networking on E-learning, de-
Marcos et al. compare the effect of social networking and gamification on undergraduate student
The researchers designed and tested two motivational instruments, a gamification plugin and a
networking site that provided opportunities for collaboration and interaction among students.
The gamification plugin (which was integrated into Blackboard LMS) allowed students to
complete course activities while competing and/or collaborating with classmates. Individual activities
were divided into levels, and upon level completion students were awarded trophies. Additionally,
students were awarded badges for accomplishing specific tasks. The second supplemental treatment
was a social networking system that allowed students to view videos, interact, ask/answer questions,
comment/ like one another’s progress, post on blogs, rate questions/answers, etc.
In this quasi-experimental study, three groups of students (convenience samples) were selected
from undergraduate students in a variety of majors. Group A (economics, business admin, accounting,
finance, international business majors) received the gamification plugin, Group B (life science, nursing,
economics, business admin) the social networking site, and Group C (nursing, infant education, primary
education, business admin, tourism, construction engineering) was the control group and received
neither treatment. Experimental groups could choose to participate through the given treatment, the
regular course, or a combination of both. All three groups received traditional e-learning curriculum and
lectures. However, each group was located in a different city and had separate e-learning courses.
researchers gave participants a pre-test and post-test to compare student performance before and after
treatment. Student participation scores were computed based on lecture attendance, contributions in
the e-learning course, and contributions in the experimental treatments. All scores were normalized on
a 0-100 scale, and pre-test and post-test data were compared using ANOVA tests. Finally, a Likert scale
attitude survey was administered to both of the experimental groups to determine student perceptions
of the treatments.
Led by de-Marco, the research group reported that while pre-test scores between the three
groups were not significantly different, both Group A (gamification plugin) and Group B (social
networking) outperformed Group C (control group) in all four practical assignment categories. Group B
had higher participation scores than both Group A and Group C. Additionally, Group B outperformed
Group A in word processing and spreadsheets. Interestingly, however, the Group C outperformed both
The authors suggested that the higher final exam scores for the control group may have been
due to material overload in the experimental groups. The experimental treatments focused on the
practical activities and skill acquisition rather than on knowledge acquisition. From this knowledge
discrepancy, de-Marco et al. suggested that both social networking and gamification plugins may create
The study strengths include using appropriate descriptive statistics, normalizing scores, and
using the ANOVA test. The study also included participants from a wide range of majors, however, the
validity would have been much stronger if participants had not been clustered according to majors
within the groups. Additionally, the study did not account for extraneous variables such as alternate
teachers, alternate locations, and alternate curriculums. Without eliminating these variables, it is
Another serious concern with the results of this study is that participation rates in the
experimental treatments were significantly low – only 38% for social networking and only 24% for
gamification. While the sample size began at an acceptable size, the lack of participants actually
engaging with the experimental treatments overly reduced the sample size. This sampling mortality rate
The results from this research study indicate that there may be a significant difference in the
effect of gamification on practical skills versus the effect of gamification on knowledge skills. It is
probable that this discrepancy is due to the type of gamification used in this study. In order to avoid a
similar issue in the current study, the design includes gamification features that will alternate between
practical and knowledge skills so that students will be able to practice both.
Proposed Methodology
Research Design
This quantitative study will implement a true experimental design including manipulation of the
assigning participants to the experimental group through probability sampling. The investigation of
gamification in the online grammar course will be conducted in 2021 in four iterations, winter (Jan-Mar),
spring (Apr-Jun), summer (Jul-Sep), fall (Oct-Dec). Additional renditions will be done in future semesters,
as necessary. Repeating the research cycle through four renditions and lengthening the study will
improve the reliability. A single blind study (assigning random IDs to each student) will be used in order
Research Participants
Participants will be late middle school and early high school students (ages 13 to 17) in the Miami-Dade
School District. Most of these students will be taking the grammar course in order to prepare for the
English section of the PERT test so that they can enroll as a dual enrollment student. It is probable that
they were referred to the program by their current English teachers, by school counselors, from
informative emails sent to parents, or by dual enrollment specialists. Almost without exception, these
students are highly ambitious and motivated students who have demonstrated their ability to excel
academically and their desire to progress toward higher education. The heterogeneity of the
participants increases reliability of the research. Each student who enrolls in the online grammar course
(estimated to be approximately 40 students each season) will be randomly assigned to either the control
group (no gamification) or the experimental group (gamification). While diffusion among participants
poses a small threat to internal validity, most of the students will not know each other as the course is
Variables
The independent variables for the research proposal are gamification of practice activities and
programmed to teach through interactive game play. The operational definition of gamification in this
study will be game play through 2D arcade style assignments and assessments.
The dependent variable of the study is the academic performance of middle school students in
an online grammar course. The operational definition of academic performance will be measured in two
ways. First, with a comparison of each student’s pre-test and post-test scores. Second, each student’s
measurement tools.
The constants in the research include curriculum, teacher, learning management system (LMS),
approximate student age, course length, and time of year. The participants in both the experimental
group and participants in the control group will be treated identically with the exception of the
Understanding the direct relationship between gamification in a course and student academic
performance is a necessity for instructional designers in this technological age. While it is not possible to
remove the motivational aspects that might be involved, this study attempts to eliminate the impact of
motivation by studying students who have all demonstrated a higher level of motivation regularly in
academic pursuits. Thus, attempting to control for the extraneous variable of motivation.
All enrolled students, both the experimental group and the control group, will participate in the
online grammar class as though no research was being done. While the participants will be aware that
they are involved in a research study, and will consent to participating in the research, the study itself
should have no influence over their performance in the course. Both groups will be taught by the same
teacher and with the same curriculum. All content, discussions, as well as assignments and assessment
content will be mirrored between the two groups. However, the assignments and assessments for the
control group will be standard grammar class assignment media (worksheets, readings, etc) whereas the
media for the experimental group assignments and assessments will be gamified versions of the same
content.
All students will be required to take a pre-test before beginning the curriculum, and a post-test
once finished with the curriculum. For each season, a comparison of the pre-test and post-test scores
using analysis of variance (ANOVA) tests with p<.05 showing statistically significant differences. Because
this study is a correlational study, analyses will also include collecting and calculating group mean,
standard deviation, standard error, and Pearson product moment correlation (r) on pre-test and post-
test scores.
In addition, each season, participating students will be required to take the English section of
the PERT test prior to the course and retake the test again after the course is finished. Similar statistical
measures and analyses will be conducted with the student PERT test scores, comparing the student
scores prior to the class and those after the class. Both PERT tests attempts will be provided free of
charge for all students participating in the study. The double measurement of student academic
performance through both course scores and also PERT scores provides concurrent validity in the study.
After the data are collected and calculated for each season individually, the data from all four
seasons of the course will be combined and data will be analyzed with similar statistical tests. The
descriptive statistics and correlation tests will increase validity and determine what type of correlation, if
any, exists between gamification of assignments and assessments on student academic performance.
The inferential statistics from the ANOVA comparison results will indicate if the data are statistically
significant.
Aldemir, T., Celik, B., & Kaplan, G. (2018). A qualitative investigation of student perceptions of game
Barna, B., & Fodor, S. (2017, September). An empirical study on the use of gamification on IT courses at
Springer, Cham.
Brewer, R., Anthony, L., Brown, Q., Irwin, G., Nias, J., & Tate, B. (2013, June). Using gamification to
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