ICT80011/40005 - Research Methods Increased IT Student Engagement by use of Gamification - Management Assignment Help

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Assignment Task :

Task:

To derive the problem

 IT Education delivery is becoming increasingly digital. Traditional delivery styles are supplemented with online delivery and many online schools are emerging which deliver entirely through online digital means.

 Can student engagement be maintained or improved by including gamification tactics to the learning experience of IT students?

 How does overall IT student engagement change when gamification is added to an online learning management system compared to one without any gamification?

3 Subproblems and Hypotheses

Subproblems

 What’s the most effective form of education gamification?

 Does student engagement translate to effective learning?

 What other factors impact student engagement?

 Hypotheses (or problem statement)

 Student engagement will not significantly differ when gamification is introduced to the learning platform.

4 Terms and Assumptions

 Definitions of key terms

 Student engagement is the measure of various engagement factors such as intellectual or emotional engagement, that students give to the learning material.

 Gamification is the addition of game play elements to a system such as point scoring, goals, and awards.

 Assumptions

 Digital delivery of learning material is primarily via recorded video and automatically marked questionnaires.

 Student engagement can be measured reliably.

 Student engagement is a good measure of learning effectiveness.To derive the problem

 IT Education delivery is becoming increasingly digital. Traditional delivery styles are supplemented with online delivery and many online schools are emerging which deliver entirely through online digital means.

 Can student engagement be maintained or improved by including gamification tactics to the learning experience of IT students?

 How does overall IT student engagement change when gamification is added to an online learning management system compared to one without any gamification?

3 Subproblems and Hypotheses

Subproblems

 What’s the most effective form of education gamification?

 Does student engagement translate to effective learning?

 What other factors impact student engagement? 

Hypotheses (or problem statement)

 Student engagement will not significantly differ when gamification is introduced to the learning platform.

4 Terms and Assumptions

 Definitions of key terms

 Student engagement is the measure of various engagement factors such as intellectual or emotional engagement, that students give to the learning material.

 Gamification is the addition of game play elements to a system such as point scoring, goals, and awards. ? Assumptions

 Digital delivery of learning material is primarily via recorded video and automatically marked questionnaires.

 Student engagement can be measured reliably.

Student engagement is a good measure of learning effectiveness.

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