Using Mobile Devices as a Tool to Enhance Student Engagement
1. Problem
Lack of student engagement in learning
2. Solution
Gamification-based learning approach
3. Theoretical Foundation
Self-determination theory (SDT)
4. Components of Approach
Game-like elements
Points
Badges
Levels
Leaderboards
Autonomy
Giving students control and choice in their learning
Competence
Providing students for students to feel adequate and capable
Relatedness
Fostering a sense of connection to others
7. Continuous improvement
Ongoing refinement of the gamification-based learning approach based on feedback and data
Sharing of best practices and lessons learned with other educators and institutions.
6. Expected Outcomes
Increased student engagement in learning
Improved achievement of learning outcomes
5. Implementation
Incorporating game-like elements into the curriculum
Providing opportunities for autonomy, competence, and relatedness
Monitoring and evaluating the effectiveness of the approach