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