{"id":{"repo_id":"montana-tech","oai_identifier":"oai:scholarworks.umt.edu:etd-1496"},"canonical_url":"https://search.dev.ndltd.org/etd/montana-tech/oai:scholarworks.umt.edu:etd-1496","repository":{"repo_id":"montana-tech","name":"Montana Technology","base_url":"https://scholarworks.umt.edu/do/oai/"},"display":{"title":"Gamification in Environmental Education","abstract":"Gamification, the use of game-based elements to engage people, motivate action, promote learning, and solve problems, is an educational technique that may have merit at the university level. A watershed restoration game was created and played with a junior level college class in order to test the efficacy of gamification. Students who participated in the game were given pre- and post-game quizzes as well as a questionnaire to determine the usefulness of gamification. Quiz scores increased from 7.9 to 9.1 and students provided overwhelmingly positive feedback on their experience playing the game. In summary, gamification is an effective tool that may best be used by college level educators as a supplement to traditional lecture-based classes.","abstract_html":"Gamification, the use of game-based elements to engage people, motivate action, promote learning, and solve problems, is an educational technique that may have merit at the university level. A watershed restoration game was created and played with a junior level college class in order to test the efficacy of gamification. Students who participated in the game were given pre- and post-game quizzes as well as a questionnaire to determine the usefulness of gamification. Quiz scores increased from 7.9 to 9.1 and students provided overwhelmingly positive feedback on their experience playing the game. 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A watershed restoration game was created and played with a junior level college class in order to test the efficacy of gamification. Students who participated in the game were given pre- and post-game quizzes as well as a questionnaire to determine the usefulness of gamification. Quiz scores increased from 7.9 to 9.1 and students provided overwhelmingly positive feedback on their experience playing the game. In summary, gamification is an effective tool that may best be used by college level educators as a supplement to traditional lecture-based classes."]},{"key":"dc:title","label":"Title","values":["Gamification in Environmental Education"]}]}],"canonical_facts":{"dc:creator":["Hatley, Daniel Charles"],"dc:description.abstract":["Gamification, the use of game-based elements to engage people, motivate action, promote learning, and solve problems, is an educational technique that may have merit at the university level. A watershed restoration game was created and played with a junior level college class in order to test the efficacy of gamification. Students who participated in the game were given pre- and post-game quizzes as well as a questionnaire to determine the usefulness of gamification. Quiz scores increased from 7.9 to 9.1 and students provided overwhelmingly positive feedback on their experience playing the game. In summary, gamification is an effective tool that may best be used by college level educators as a supplement to traditional lecture-based classes."],"dc:identifier":["https://scholarworks.umt.edu/etd/477"],"dc:publisher":["University of Montana"],"dc:subject":["games","games-based learning","gamification"],"dc:title":["Gamification in Environmental Education"],"dc:type":["Professional Paper - Campus Access Only"],"thesis:degree_name":["Master of Science (MS)"]},"updated_at":"2026-07-24T03:13:21Z"}