The use of gamification in science education and STEM outreach for underrepresented groups – Complete Phd and Masters Thesis

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Introduction

In recent years, the field of education has seen a rise in the use of gamification as a strategy to engage students in learning. Gamification, the application of game design elements in non-game contexts, has shown promising results in increasing motivation, engagement, and learning outcomes. In the context of science education and STEM outreach, gamification has the potential to bridge the gap between underrepresented groups and STEM fields, which have traditionally struggled with diversity and inclusion issues. This thesis explores the use of gamification in science education and STEM outreach for underrepresented groups, with the aim of investigating its effectiveness in promoting interest and participation in STEM fields among these groups.

Chapter 1: Introduction
1.1 Introduction
1.2 Background of study
1.3 Problem Statement
1.4 Objective of study
1.5 Limitation of study
1.6 Scope of study
1.7 Significance of study
1.8 Structure of the Thesis
1.9 Definition of terms

Chapter 2: Literature Review
2.1 Gamification in education
2.2 Gamification in science education
2.3 STEM outreach programs
2.4 Underrepresented groups in STEM
2.5 Motivation and engagement in learning
2.6 Benefits of gamification in education
2.7 Challenges of implementing gamification in education
2.8 Best practices in gamification for underrepresented groups
2.9 Studies on the use of gamification in science education for underrepresented groups
2.10 Gaps in the existing literature

Chapter 3: Research Methodology
3.1 Research design
3.2 Population and sample
3.3 Data collection methods
3.4 Data analysis techniques
3.5 Ethical considerations
3.6 Validity and reliability
3.7 Pilot study
3.8 Research limitations
3.9 Research implications
3.10 Future research directions

Chapter 4: Discussion of Findings
4.1 Overview of findings
4.2 Analysis of data
4.3 Comparison with existing literature
4.4 Implications for practice
4.5 Recommendations for future research
4.6 Limitations of the study
4.7 Conclusion

Chapter 5: Conclusion and Summary
5.1 Summary of findings
5.2 Implications for science education and STEM outreach
5.3 Contributions to the field
5.4 Recommendations for practitioners
5.5 Conclusion

Thesis Overview on The use of gamification in science education and STEM outreach for underrepresented groups

Gamification, the use of game design elements in non-game contexts, has gained popularity in education as a way to engage students and enhance learning outcomes. In the context of science education and STEM outreach, gamification has the potential to address diversity and inclusion issues by promoting interest and participation in STEM fields among underrepresented groups. This thesis explores the use of gamification in science education and STEM outreach for underrepresented groups, with the aim of investigating its effectiveness in increasing motivation, engagement, and learning outcomes among these groups. The thesis includes a comprehensive literature review on gamification in education, science education, and STEM outreach, as well as research methodology, discussion of findings, and conclusions. The findings of this study will contribute to the existing literature on gamification in education and provide recommendations for practitioners working with underrepresented groups in STEM fields.

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