Master of Arts (MA), Bowling Green State University, 2023, Mathematics/Mathematics (Pure)
In gamification, one of the most used game design elements is the leaderboard, a scoreboard showing participants' current scores and rankings. Though many studies suggest the positive effects of the leaderboard on participants' learning and motivation (Kalogiannakis et al., 2021), research also shows that not all students benefit from the use of the leaderboard (Andrade et al., 2016). A study was designed around the leaderboard game element, based on Self-Determination Theory (Ryan and Deci, 2017), to determine if students' perceived competence, autonomy, and relatedness during the mathematics game are related to their enjoyment and intention for future participation in such activities. This study was conducted during the Spring 2022 and Fall 2022 semesters in MATH 1190, Real World Math Skills, at BGSU. During a class session, students answered 24 problems in the form of a gamified quiz while a leaderboard was projected in real-time. At the end of this activity, students completed a survey made up of Likert questions related to their perceived competence, autonomy, and relatedness, and their enjoyment and intention of continued participation in the math game. Students' perceptions of the leaderboard-based game were articulated in their open-ended responses. This work will help math education researchers and educators understand why and
how students respond to gamified activities differently. It will also provide insights about how to tailor leaderboard-based activities to optimize their effects on students.
Committee: Kimberly Rogers Ph.D. (Committee Chair); Mihai Staic Ph.D. (Committee Member)
Subjects: Mathematics; Mathematics Education