publication . Article . 2021

Creating a gamified learning environment for a secondary elective course to increase student engagement and improve student mental health

Janzen, Nicholas J.;
Open Access English
  • Published: 01 Jan 2021
  • Publisher: Electronic version published by Vancouver Island University
  • Country: Canada
The COVID-19 pandemic has had a myriad of impacts and consequences for secondary school education resulting in, among other things, decreased student engagement and increased issues related to student mental health. The issues of student engagement and mental health are not borne solely from the pandemic however, and teachers have long been seeking ways to address these issues as our traditional educational paradigms lag behind in their ability to combat these problems. This Process Paper and accompanying Major Project seek to address these issues through the Critical Challenge Question, “How can gamified design increase student engagement to support improvement...
ACM Computing Classification System: ComputingMilieux_COMPUTERSANDEDUCATION
free text keywords: Gamification
Related Organizations
Communities with gateway
OpenAIRE Connect image
Download from
Open Access
Article . 2021
Provider: VIUSpace
Any information missing or wrong?Report an Issue