Abstract
This study explored the use of gamification in the teaching and learning of Euclidean geometry. The purpose of this research was to determine to what extent the use of gamification in the teaching and learning of Euclidean geometry influences student attitude and stimulate student participation. The study aimed to identify the factors that influence student attitude and participation when learning Euclidean geometry. It then investigated in what way gamification could be used to influence student attitude and participation. Gamification is a teaching strategy that uses game-design elements and game characteristics in a non-game learning environment. The main objective of gamification is to create incentives for learning to increase motivation, promote participation and facilitate engaging learning experiences. For the purpose of this research, a Euclidean geometry course was developed using Moodle, a Learning Management System or LMS. The content and activities in this course are based on the Grade 11 Euclidean geometry syllabus as prescribed by the Curriculum and Assessment Policy Statement (CAPS) document. Embedded in the Moodle course are applets created in GeoGebra, a dynamic geometry software program. These applets allow students to investigate the theorems associated with circles and to visualise the properties of circles. Embedded in the Moodle course are game-design elements like badges, points and leader boards to encourage students to complete the tasks and assessments. A purposive sample of students completed pre- and post-engagement questionnaires to determine their learning experience and their attitudes when learning Euclidean geometry. Questionnaires embedded in Moodle collected and recorded qualitative data on their experience, attitudes and levels of motivation. Participants reported that the gamified course greatly increased their motivation and participation levels. Analysis of the findings of this study revealed that the effective use of gamification could increase student engagement and participation.
M.Ed. (Information and Communication Technology in Education)