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dc.contributor.authorRamirez, Amber
dc.date.accessioned2023-10-31T19:52:50Z
dc.date.available2023-10-31T19:52:50Z
dc.date.issued2020
dc.identifier.urihttp://hdl.handle.net/20.500.12648/13599
dc.description.abstractIn 2013 6.8% of people between the ages of sixteen and twenty-four did not have a high school diploma (NCES, 2014). This is a symptom of a larger issue of dropout rates across the United States. As a result, dozens of programs have been put forth as a means to remodel the U.S. school system which has not fundamentally evolved since the industrial revolution. However, none of these programs addressed the issue of student engagement in the U.S. school system (Paige, 2011).  Instead, they focused on teacher accountability and the centralization of education. In response to the lack of literature surrounding the subject, this paper examines the role of intrinsic and extrinsic motivators in schools and its impact on students. Specifically, it examines video games and gamification and their effect on students and schools. As a result of the analysis, it was discovered while video games could be effective for some students, schools would receive a better payoff if they also implemented gamification tactics.
dc.subjectFirst Reader Cedric Ceulemans
dc.subjectSenior Project
dc.subjectSemester Spring 2020
dc.titleGamifying the Classroom: Using Game Theory to Analyze Motivation in the U.S. School System
dc.typeSenior Project
refterms.dateFOA2023-10-31T19:52:50Z
dc.description.institutionPurchase College SUNY
dc.description.departmentEconomics
dc.description.degreelevelBachelor of Arts
dc.description.advisorCeulemans, Cedric
dc.date.semesterSpring 2020
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