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Baylor University.

Exploring teachers' perceptions of student motivation to learn through digital game-based learning integration in K–5 classrooms : a qualitative descriptive single case study.

Abstract

dc:description.abstract

Students' motivation to learn remains essential to pedagogical conversations and instructional design elements (Keller, 1987a; Vos et al., 2011). Fortunately, emerging research posits that digital game-based learning (DGBL) environments significantly motivate technologically savvy learners (Boeker et al., 2013; Plass et al., 2015; Sung & Hwang, 2013; Wang & Zheng, 2021). Despite the growing popularity of DGBL, teachers' perceptions and beliefs on integrating technology into the curriculum play a crucial role in adopting new technologies like DGBL (Aldunate & Nussbaum, 2013; Khalid & Buus, 2014). Since teachers are critical in implementing and adopting curriculum and instructional strategies, exploring their perspectives on students' motivation to learn through DGBL is essential. Using the four constructs of the ARCS model of motivation, this descriptive single case study explored how the use of DGBL impacted the four constructs of students' motivation to learn core content in K–5 classrooms from the perspective of four classroom teacher participants, specifically using Minecraft Education (ME). The four participants implemented at least one ME intervention to teach math, science, and language arts. Collecting interviews before and after the ME intervention and observations during the ME intervention allowed me to provide an in-depth analysis of their teaching experiences with ME. The results reveal an increase in student motivation to learn through ME. Participants perceived students to be more satisfied with engaging with the core content through the DGBL platform while building soft skills like collaboration, creativity, and critical thinking. Each participant revealed their beliefs that ME reached a diverse demographic of students, providing opportunities for those students to build confidence with success throughout the lesson. The results indicate a disconnect between teachers' gaming experience and their willingness to adopt DGBL as a method of instruction. Teaching and learning with DGBL requires purposeful integration and an instructional shift from traditional methods.

Degree

thesis:*
Name thesis:degree_name
Ed.D.
Level thesis:degree_level
Doctoral
Grantor
Baylor University.
Year dc:date.issued
2023

Author and committee

dc:creator, dc:contributor.*
Author dc:creator
  • Madsen, Chelsey, 1985-
Advisor dc:contributor.advisor
  • Howell, Leanne.

Subjects

dc:subject × 6

Rights

dc:rights
Statement dc:rights
  • Baylor University works are protected by copyright. They may be viewed from this source for any purpose, but reproduction or distribution in any format is prohibited without written permission. Contact libraryquestions@baylor.edu for inquiries about permission.
Language dc:language.iso
en

Identifiers

dc:identifier.*
Handle dc:identifier.uri
https://hdl.handle.net/2104/12900
OAI identifier oai:identifier
oai:baylor-ir.tdl.org:2104/12900

Chain of custody

source
Harvested from
Baylor University
Base URL
baylor-ir.tdl.org/server/oai/request
Last updated
2026-07-24
Source record
OAI-PMH GetRecord
citation

Madsen, Chelsey, 1985-. Exploring teachers' perceptions of student motivation to learn through digital game-based learning integration in K–5 classrooms : a qualitative descriptive single case study.. Doctoral thesis, Baylor University., 2023. https://hdl.handle.net/2104/12900