Improving Student Learning and Engagement through Gamified Instruction: Evaluation of iPersonalize

The purpose of this research study was to evaluate iPersonalize, a gamified instructional approach developed by Fullerton School District (FSD) in California to encourage student engagement and promote achievement. An instructional approach is considered gamified when it incorporates computer game e...

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Hauptverfasser: Klute, Mary, Yanoski, David, Rhoads, Christopher, Norford, Jennifer, Joyce, Jeanette, Serdiouk, Marina
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creator Klute, Mary
Yanoski, David
Rhoads, Christopher
Norford, Jennifer
Joyce, Jeanette
Serdiouk, Marina
description The purpose of this research study was to evaluate iPersonalize, a gamified instructional approach developed by Fullerton School District (FSD) in California to encourage student engagement and promote achievement. An instructional approach is considered gamified when it incorporates computer game elements to augment existing classroom, instructional, and assessment processes (Bedwell, Pavlas, Heyne, Lazzara, & Salas, 2012; Landers, 2015). The study employed a randomized controlled trial designed to support causal inferences about the effectiveness of iPersonalize for impacting sixth-grade student engagement and achievement in English language arts (ELA). The study included 1,295 students from 42 classrooms in 15 schools. All students were enrolled in sixth grade in FSD during the 2017/18 school year. Students in 24 of these classrooms were assigned to ELA instruction using iPersonalize. Students in the remaining 18 classrooms were assigned to business-as-usual instruction. Teachers in both groups were expected to teach the same ELA unit. Teachers in the iPersonalize group were expected to incorporate elements of gamification, while the teachers in the control group were expected to not incorporate elements of gamification. Key findings from the study were as follows: (1) On both reading and writing assessments, the difference between the treatment group and the control group was small and not statistically significant, indicating that the two groups performed similarly; (2) Students in both groups reported similar levels of engagement in school; (3) Gender did not significantly moderate the impact of iPersonalize on student achievement or student engagement; (4) The impact of the program on reading and writing assessments was close to zero, regardless of the extent to which students interacted with the online learning management system; and (5) There was some evidence to suggest that the program had a stronger impact on engagement for students who were already the most engaged in school.
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subjects Academic Achievement
Educational Games
Educational Technology
Formative Evaluation
Game Based Learning
Gender Differences
Grade 6
Integrated Learning Systems
Language Arts
Learner Engagement
Program Effectiveness
Program Implementation
Reading Achievement
Student Characteristics
Success
Teaching Methods
Technology Uses in Education
Writing Achievement
title Improving Student Learning and Engagement through Gamified Instruction: Evaluation of iPersonalize
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