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Development of a Gamified Educational Platform for Teaching Computer Programming to Middle School Students

 

Table Of Contents


Chapter 1

: Introduction 1.1 Introduction
1.2 Background of Study
1.3 Problem Statement
1.4 Objectives of Study
1.5 Limitations of Study
1.6 Scope of Study
1.7 Significance of Study
1.8 Structure of the Thesis
1.9 Definition of Terms

Chapter 2

: Literature Review 2.1 Introduction to Literature Review
2.2 Review of Related Work 1
2.3 Review of Related Work 2
2.4 Review of Related Work 3
2.5 Review of Related Work 4
2.6 Review of Related Work 5
2.7 Review of Related Work 6
2.8 Review of Related Work 7
2.9 Review of Related Work 8
2.10 Review of Related Work 9
2.11 Review of Related Work 10

Chapter 3

: Research Methodology 3.1 Introduction to Research Methodology
3.2 Research Design
3.3 Data Collection Methods
3.4 Sampling Techniques
3.5 Data Analysis Methods
3.6 Research Ethics
3.7 Pilot Study
3.8 Instrumentation

Chapter 4

: Discussion of Findings 4.1 Introduction to Discussion of Findings
4.2 Findings from Data Analysis 1
4.3 Findings from Data Analysis 2
4.4 Findings from Data Analysis 3
4.5 Findings from Data Analysis 4
4.6 Findings from Data Analysis 5
4.7 Findings from Data Analysis 6
4.8 Findings from Data Analysis 7

Chapter 5

: Conclusion and Summary 5.1 Summary of Findings
5.2 Conclusions
5.3 Recommendations
5.4 Contributions to Knowledge
5.5 Areas for Future Research

Thesis Abstract

Abstract
The integration of gamification in educational settings has gained significant attention in recent years due to its potential to enhance student engagement and motivation. This thesis presents the development of a gamified educational platform designed to teach computer programming to middle school students. The platform combines elements of game design with educational content to create an interactive and immersive learning experience for students. Chapter One provides an introduction to the project, outlining the background of the study, problem statement, objectives, limitations, scope, significance, and structure of the thesis. The chapter also includes definitions of key terms used throughout the thesis. Chapter Two consists of a comprehensive literature review that explores existing research on gamification in education, computer programming education, and the use of technology in the classroom. The review highlights the benefits of gamified learning environments and provides a theoretical framework for the development of the educational platform. Chapter Three details the research methodology employed in the project, including the design process, development tools and technologies used, data collection methods, and evaluation strategies. The chapter also discusses the ethical considerations taken into account during the project. Chapter Four presents a detailed discussion of the findings from the development and implementation of the gamified educational platform. It analyzes student engagement levels, learning outcomes, and feedback collected from middle school students who participated in the study. The chapter also examines the effectiveness of the gamified elements in enhancing the learning experience. Chapter Five concludes the thesis by summarizing the key findings, discussing the implications of the research, and suggesting future directions for further development and research in the field of gamified education. The conclusion highlights the potential of gamification in computer programming education and its impact on student learning outcomes. Overall, this thesis contributes to the growing body of research on gamified educational platforms and provides insights into the design and implementation of effective learning environments for teaching computer programming to middle school students. The project aims to inspire educators and developers to explore innovative approaches to enhancing student engagement and motivation through gamification in education.

Thesis Overview

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