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Northern Michigan University

The Effects of Gamification in Conjunction with The Good Behavior Game and ClassDojo

Abstract

dc:description.abstract

<p>Like many teachers in the human services profession, burnout is possible based on the inability to manage a classroom and the greater demands placed on achievement. Many strategies have been implemented by teachers to alleviate this pressure and help them be successful in managing a class; but they have not always proven to be effective. This study looks at a way for teachers to easily implement different interventions that will help students be successful socially, emotionally and academically. The Good Behavior Game is an intervention proven to be effective in many classrooms and help increase desired behaviors. ClassDojo is also a token economy that is rising in popularity because of its capabilities and ease of use. Finally, gamification is entering into many aspects of both teacher and student lifestyles. The implementation of the Good Behavior Game coincided with ClassDojo and gamification shows ways for teachers to implement interventions that can be easily implemented and successful within a classroom.</p>

Degree

thesis:*
Name thesis:degree_name
Master of Science
Level thesis:degree_level
Thesis
Discipline thesis:degree_discipline
Psychological Science
Year dc:date.available
2019

Author and committee

dc:creator, dc:contributor.*
Author dc:creator
  • LHuillier, Michele
Contributors dc:contributor
  • Jacob Daar

Subjects

dc:subject × 13

Identifiers

dc:identifier.*
Repository record dc:identifier
https://commons.nmu.edu/theses/606
OAI identifier oai:identifier
oai:commons.nmu.edu:theses-1639

Chain of custody

source
Harvested from
Northern Michigan University
Base URL
commons.nmu.edu/do/oai/
Last updated
2026-07-24
Source record
OAI-PMH GetRecord
citation

LHuillier, Michele. The Effects of Gamification in Conjunction with The Good Behavior Game and ClassDojo. Thesis thesis, 2019. https://commons.nmu.edu/theses/606