How might the gamification of learning activities impact the self-efficacy of my high school chemistry students?

Matthew Amann


Seminar Title


How might the gamification of learning activities impact the self-efficacy of my high school chemistry students?


Concept/Strategy

Focus of the Research


Self-Efficacy


Grade Level

Research Was Applied


10th Grade


Relevant Grade Level

Connections


High School


Discipline

Where Research Was Applied


Science


Additional Discipline Areas

I see Application to


All Disciplines


Invitation/Commercial


Let me guess, chemistry was one of your most intimidating classes in high school? I am curious about how to positively impact the self-efficacy of my students in order to increase confidence, motivation and academic achievement. Self-efficacy is a personal belief in one's ability to successfully perform a task. While collaboration, demonstrations and hands-on learning experiences have all been previously linked to improving student self-efficacy, I focused my research on gamification. Gamification involves introducing elements of gaming such as point scoring, leveling up and healthy competition to facilitate learning. Games simply make learning more fun! This research is applicable to any grade level and discipline area. I am excited to engage in this discussion and hope you will consider joining.