Investigating the use of gamification in enhancing student engagement – Complete Phd and Masters Thesis

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Introduction

In recent years, the utilization of games and gaming elements in non-game contexts, known as gamification, has gained increasing attention in various fields, including education. Gamification is perceived as a promising tool to enhance student engagement, motivation, and learning outcomes in educational settings. This research aims to investigate the use of gamification in enhancing student engagement.

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 Theoretical Frameworks of Gamification
2.3 Benefits of Gamification in Education
2.4 Challenges and Criticisms of Gamification
2.5 Models and Strategies of Gamification
2.6 Gamification in Higher Education
2.7 Gamification and Student Engagement
2.8 Gamification and Motivation
2.9 Gamification and Learning Outcomes
2.10 Summary of Literature Review

Chapter 3: Research Methodology
3.1 Research Design
3.2 Participants
3.3 Data Collection Methods
3.4 Data Analysis
3.5 Ethical Considerations
3.6 Pilot Study
3.7 Data Validation
3.8 Limitations of Methodology

Chapter 4: Discussion of Findings
4.1 Overview of Participants
4.2 Analysis of Data
4.3 Themes Emerged from Data Analysis
4.4 Comparison to Existing Literature
4.5 Implications for Practice
4.6 Recommendations for Future Research

Chapter 5: Conclusion and Summary
5.1 Recap of Research Objectives
5.2 Contribution to the Field
5.3 Practical Implications
5.4 Limitations and Future Directions
5.5 Final Conclusion

Thesis Overview:

The utilization of gamification in educational settings has gained significant traction in recent years. This thesis aims to investigate the use of gamification in enhancing student engagement. The introduction provides a background to the study, identifies the problem statement, outlines the objectives, limitations, scope, significance, structure, and definitions of terms. The literature review presents a comprehensive overview of existing research on gamification in education, theoretical frameworks, benefits, challenges, models, and strategies. The research methodology details the design, participants, data collection, analysis, ethical considerations, pilot study, validation, and limitations. The discussion of findings analyzes the data, identifies themes, compares to literature, and offers implications and recommendations. The conclusion and summary recap the objectives, contributions, implications, limitations, and future directions of the study. The ultimate goal is to contribute to the understanding of how gamification can enhance student engagement and improve learning outcomes.

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