How can educators leverage the use of gaming to impact student conduct positively?

February 9, 2021

Gamification for Classroom Management: An Implementation Using ClassDojo. Research supports effective classroom management as an essential component of successful instruction. In order to promote learning and reduce negative behaviors and increase positive ones, this study intervention used gamification as the educational approach and ClassDojo as the online tool to track behavior to determine the effectiveness of both elements to achieve the goal. The study showed the benefit of this method and app regarding the improvement of desired behaviors as well as the decrease of the disruptive ones. The implementation engaged the students and activated their behavioral development in order to display a better performance.

Citation: Barahona Mora, A. (2020). Gamification for Classroom Management: An Implementation Using ClassDojo. Sustainability, 12(22), 9371. 

Link: https://www.mdpi.com/2071-1050/12/22/9371/pdf