International Journal of Social Policy & Education

ISSN 2689-4998 (print), 2689-5013 (online)

DOI: 10.61494/ijspe


The Effect of Video Gamification on Student Achievement, Learning Outcomes, and Engagement Level

Kimberly McDowell, PhD, CCC-SLP; James B. Schuetz, MAT; Andrew L. Hawkins, MAT


Abstract

The goal of this study was to examine the effects of gamification on the learning and engagement of middle school students. The participants in this study were 145 male and female 8th grade students (80 in the intervention group and 65 in the control group). The students’ ages ranged from 13 to 15 years old and were enrolled in over six sections of 8th grade science. The study analyzed both quantitative and qualitative measures to assess student achievement, learning outcomes, and student engagement. Statistic differences emerged in academic performance, with those in the intervention group scoring higher than those in the control group on two of the unit tests. Additionally, those in the control group reported less affinity towards playing video games than did those in the intervention group. More students in the intervention group reported that playing video games did not negatively impact grades than those in the control group. Finally, data indicated that students in the intervention group demonstrated more engaged behaviors than those in the control group during the study.