GAMIFICATION STRATEGIES IN STUDIO ART CLASSROOMS: CAN THEY IMPACT STUDENT MINDSETS IN ARTISTIC COMMUNITY, ENGAGEMENT, GROWTH, AND EXPLORATION?
Statement of Problem
In some studio art courses, students do not have powerful and meaningful art experiences. This may be due to lack of personal engagement and motivation, but also to a reluctance to challenge themselves and take the risks involved in exploring new things.
Abbreviated Purpose of Study
This empirical study will use a qualitative action-based research methodology in three high school ceramics studio art courses over the course of four months to see if various game mechanics can be designed and implemented in ways that support both the New National Core Arts Standards and the Eight Studio Habits of Mind.[1] Student artworks, engagement, responses, explorations, achievements, and progress will be closely observed and documented to evaluate whether gamified strategies can be used to help strengthen student’s sense of artistic community, engagement, growth, and exploration. Those observations will then be used to help evaluate how classroom gamification strategies could positively impact student engagement, mindsets, and willingness to challenge themselves and their artworks to grow to new levels and explore things beyond course requirements and assignment expectations.
Context of Problem
Student engagement, motivation, and growth have been key issues in education. According to Jon Douglas Willms (2003), meeting the needs of youths who have become disaffected from school is perhaps the biggest challenge facing teachers and school administrators today (p. 8). Students who are disengaged, uninvolved, and not motivated to challenge themselves, try new things, or explore, tend to struggle with achieving success in those courses. That lack of student engagement, motivation, interest, and growth results in less meaningful learning and educational experiences. Willms’ (2003) study on student engagement in schools around the world found that schools have higher levels of student engagement when there was a strong disciplinary climate, good student-teacher relations, and high expectations for student success; further, student engagement has more to do with the culture of the school, and teachers can play a strong role is creating a positive culture. If a classroom teacher could help create such an environment, students could become more engaged in their learning and be less afraid to challenge themselves and take risks while exploring, in turn leading to more meaningful and confident student growth, understanding, and success.
Background of Problem[2]
“The educational structures built on the needs and desires of our great grandparents’ generation are fundamentally different from those of students of today,” and today’s world require us to adapt by creating “more dynamic learning environments and methods of teaching” (Matera, 2015, pp. 25-26). According to Matera, the old world of teaching still emphasizes producing followers, controlling students, plotting paths, quiet compliance, automatons of knowledge, constructing lessons, students as passive receivers of content, and traditional, fossilized ways of teaching. The residual structures of that old world teaching contribute to students’ struggles in studio art courses, particularly due to a less-structured learning environment. The majority of educational experiences often put the highest emphasis on being right and wrong, or there being only one correct answer, solution, or process. In studio art classes, the familiar structure of success and achievement doesn’t necessarily transfer, and students shut down or restrict their potential, engagement, exploration, and growth in fear of failure. In high school, students place particular importance on simply passing to earn credits required to graduate, as well as earning the highest possible grades to boost their grade point average (GPA) for post-secondary goals. Students’ natural curiosities and interests are stifled by the institutionalized educational mindset; they are trained to be overly-dependent on receiving instruction based on what can be prescribed as right and wrong. Standardized testing further emphasizes the seriousness and heaviness of academic performance. There are stigmas and negative associations with being wrong and failing all throughout a student’s educational process. Students in studio art courses often have trouble thinking and acting on their own accords or curiosities because that often involves taking personal and academic risks. Students retreat to their comfort zones, distancing themselves from the content, trying to do exactly as is assigned, and performing how they believe will reward them with the best (or easiest) grade.
Key Terms and Definitions
Gamification: the application of “the most motivational techniques of games to non-game settings, like classrooms” and includes “elements of game theory, design thinking, and informational literacy” (Matera, 2015, pp. 8-9).
Student Engagement: the active participation in embracing problems of relevance within the art world and/or creatively or artistically pursuing areas of personal importance (Hetland et al., 2007).
Art Community: learning to interact as an artist with other artists, which may be in classrooms, in local arts organizations, across the art field, as well as within the broader society; the ability to make connections with artists, art history, artworks, processes, etc. (Hetland et al., 2007).
Exploration: learning how to explore playfully without prior experience or preconceived plans; taking creative and personal risks that are not guaranteed to bring success (Hetland et al., 2007).
Growth: learning to reach and stretch beyond one’s capacities; pushing personal limits and embracing opportunities to learn from mistakes (Hetland et al., 2007).
Purpose of Study
Key Question:
How might classroom gamification strategies positively impact students’ mindsets on engagement, sense of community, and willingness to challenge themselves and their artworks to grow to new levels and explore beyond course requirements and assignment expectations?
Sub-Questions:
i. What are effective intrinsic and extrinsic motivators for high school studio art students?
ii. Can an element of playfulness, such as a game, positively impact a student’s classroom learning experiences and outcomes?
iii. What might the gamification in a high school ceramics studio look like, in terms of practicality and effectiveness?
“Although gamification is popular, the effectiveness of various gamification elements have not be sufficiently tested,” therefore any additional studies in this particular area would help contribute to a more rounded evaluation of the methodology (Hanus & Fox, 2014). Student engagement, sense of artistic community, motivation, exploration, and growth are key mindsets, behaviors, and attitudes that this particular study will explore through the process of gamification. Gamification is the application of “the most motivational techniques of games to non-game settings, like classrooms” and includes “elements of game theory, design thinking, and informational literacy” (Matera, 2015, pp. 8-9). Gamification embraces the “organic nature of learning” and the “power of play brings back the natural yearning that exists inside all of us to learn” (Matera, 2015, p. 29). According to Hsaio-Cheng Han, a “good game connects the players’ previous experiences and establishes newer experiences in a game while playing. With these new experiences, players are able to advance themselves and pursue high achievement” (2015, p. 259). With the application of game-like elements into classroom settings, students may engage in more playful game attitudes and behaviors that help relieve the educational institutional pressures of simply being right or wrong. Jane McGonigal (2010) believes that games bring out the best part of ourselves, the part of use that is “most likely to help at a moment’s notice, the most likely to stick with a problem as long as it takes, to get up after failure and try again. And in real life, when we face failure, we feel anxious, maybe depressed, frustrated, or cynical. We never have those feelings when we’re playing games” (03:46-04:15). These are many of the effects that this study will explore within the context of a studio art classroom. Various gamification strategies will be incorporated into current course curricula in order to see if such strategies can impact student artistic experiences and performance. The teacher-researcher will document and record observations regarding the impacts of different gamification strategies by analyzing student responses, artworks, involvement in the arts communities, student engagement, growth, and exploration.
Preliminary Literature Review
Appendix D is an annotated literature review relevant to the study. The literature review breaks down the categories used to help pull resources. The literature search included topics such as: game mechanics, the use of gamification (outside and within classrooms), game design, student engagement, studio habits of the mind, art curriculum standards, gamification studies, studio art settings. The literature search collected resources from: books, articles, games, studies, journals, blogs, video files, websites. Refer to Appendix E for current bibliography regarding literature and materials collected for the study.
Foreshadowed Problems
The following is a list of foreshadowed problems:
- Courses are second-level art classes; students enrolled could be naturally more art-interested students who might not need gamification to enhance their learning experiences.
- Students might not volunteer to participate in an extra activity that doesn’t relate to course requirements or course grades.
- Students could volunteer and then drop out of the game due to lack of or waning interest.
- Students who volunteer to play could be the students who don’t need gamification elements to engage them or motivate them to try new things.
- Students who struggle the most with engaging and benefiting from art experiences don’t participate in the game so the target audiences are neglected in study.
- Logistical elements of classroom gamification (design, organization, storage, tracking, development, etc.) require substantial extra time and work on both teacher and students.
- Students trying new things and engaging in the arts are only doing so for reward redemptions; intrinsic vs. extrinsic motivations.
- Maintaining student interest and enthusiasm throughout the semester.
- Striking a balance between personal ambition/competition and classmate ambition/competition; keeping the game fun and collaborative enough to create a sense of community, yet individualized enough for personal pursuits.
- Striking a balance in the classroom “point” economy; frequency and availability for students to actually earn/lose points in relation to other game elements.
- Game becomes too complicated, overwhelming, and/or not intuitive enough to sustain play.
- Quantifying learning experiences into badges, levels, etc. could restrict student learning or direct student learning to only those things available.
- Some of the most important “achievements” are difficult to quantify; the accountability aspect of what is earned and at what point it is earned (i.e., perseverance, leadership, work ethic, effort, innovation, etc.).
- Small sample sizes may limit the amount of reliable data.
- Limited length of study (one semester) for preliminary gamification integration will not provide long-term effects or effects of game after modifications.
The problems listed above are key issues that intend to be addressed throughout the process of the study. These problems will be a part of my observation and analysis, and will be included and discussed as findings following the conclusion of the study. Refer to Appendix F for Sample Field Notes and Observations regarding problems and challenges related to study.
Significance of Proposed Study
“Results from the few empirical studies on various elements of gamification conducted in educational settings are mixed,” so researchers trying to gather information on the topic have limited resources and applications from which to investigate and analyze, especially in regards to high school studio art settings (Hanus & Fox, 2014, p. 152). The purpose of this study is to help contribute in determining whether gamification elements in a studio art classroom can potentially contribute to a positive impact on student engagement, artistic community, growth, and exploration. Positive, neutral, and negative aspects and results will be presented. Given research (Han, 2010) suggests that continued exploration of gamification strategies is worth pursuing in high school studio art settings, so this study will help expose studio art-specific challenges that should be addressed or redesigned in future design and development. This study will contribute a framework for a studio art gamification system that could be adapted, modified, and strengthened to better manufacture positive impacts on student artistic experiences and performances in high school art courses.
Design and Methodology: Suitability of Site or Social Network Selection
The site of the study will be at a suburban public high school in south-central Pennsylvania. It will take place in the ceramics studio during two Functional Pottery courses, one sculpture course, and three individual Independent Study Courses. The courses meet once per school day for an approximate time period of 45 minutes. The site matches the study focus of high school art students in an art studio classroom environment under typical public school scheduling.
Design and Methodology: Researcher’s Role
The researcher’s role will be a participant observer and action researcher, whose study roles also include:
– gamification resource collection and review
– adaptation and design of gamification strategies for studio art classroom application
– design and production of gamification artifacts and materials
– organization of gamification artifacts and materials
– introduction of gamification narrative and elements to students
– implementation of gamification strategies throughout course
– observation and documentation with field notes (including student behaviors, artwork examples, attitudes, engagement, growth, participation in art communities, experimentation, etc.)
– documentation and tracking of student achievements
– analysis and evaluation of gamification strategies
– gamification strategy modifications and adaptations
– re-implementation of re-designed strategies
– student feedback survey and survey analysis
– analysis and evaluation of gamification strategies at conclusion of study.
Design and Methodology: Purposeful Sampling Strategies
The subjects are students enrolled in my studio art ceramics courses under normal classroom procedures. They are all high school students ranging from grades 9 through 12. Subjects will not be identified in the research, and no personal information, identifying information, or private information will be part of the study. Subjects have voluntary participation in the gamification elements of the course and are free to leave or join on their own will; there are no connections between their participation or performance in the game and their course grade. See Appendix A for Institutional Review Board Exemption Form and Appendix B for Principal Letter of Approval for Study.
Design and Methodology: Data Collection Strategies
The research will take place over a semester course (eighteen weeks), with a four-month focus. The courses meet during the week, once a day, for a period of approximately 45 minutes per day. Data will be primarily collected through field notes and written documentation of observations. Data may also include photographs of gamification artifacts, implementation, student artwork, and examples of student responses (no photographs of actual students). Classroom documents tracking student success and achievements in terms of badges and leveling up will also be used, as well as actual gamification documents and materials distributed to subjects or incorporated throughout the process. No identifying information will be used outside of typical classroom use for any of the data. Materials will be kept and managed by the researcher as tools for future gamification implementation improvements and modifications, but no personal or private information is part of the study. Refer to Appendix F for Sample Field Notes and Observations.
Design and Methodology: Inductive Data Analysis
Research data focusing on artistic community, engagement, growth, and exploration (as previously defined at the beginning of the proposal as well as within the literature review found in Appendix A) will be analyzed and coded according to the following categories:
CC = Classroom Challenges and/or Problems
CC (T) = Teacher’s Perspective
CC (S) = Student’s Perspective
GS = Gamification Strategies
GC = Gamification Challenges and/or Problems
GC(P) = Design, Planning, and Preparation
GC(I) = Implementation in Classroom
GA = Gamification Adaptations or Modifications
GA(P) = Design, Planning, and Preparation
GA(I) = Implementation in Classroom
R = Responses (Students)
R+ = Positive Student Response
R0 = Neutral Student Response
R- = Negative Student Response
Using the above categories and coding systems, the data will be analyzed to help determine if there are any patterns or combinations that develop in regards to leading to positive, neutral, or negative student responses to the gamification strategies in regards to artistic community, engagement, growth, and exploration. That data will be used to help evaluate the effectiveness of various strategies (both before and after any modifications) and identify areas of strength and weakness. It will also aid in helping determine if those strengths and weaknesses lie in the designing, planning, and preparation stages of gamification or within the actual classroom implementation. The results and patterns could also assist in identifying where any modifications or adaptations could be made to possibly improve future results. Refer to Appendix F for Sample Field Notes and Observations.
Design and Methodology: Limitations of the Design (Scope of Study, the Design, and Methodology)
The scope of study is limited because the focus is on students in my own studio art classrooms in a single location. It is a short-term study that takes place over four months, and the study itself is implementing gamification strategies for the first time, which provides limited time to make modifications and changes in design and implementation, and doesn’t have the time to test long-term effects from extended student participation. The students only have the course once a school day, for a time frame of approximately 45 minutes a day, which provides a limited time frame for implementation of the game alongside regular course curriculum work. The number of thirty-three student subjects is a limitation because of the small sample size that decreases the power of the results and the ability to detect any reliable and consistent effects. Due to the qualitative methodology of the study, the study is based mostly on observation and very little numerical data will be applied. While there are many examples of research on gamification and classroom gamification, there is notably more limited research on studio art settings, so the groundwork for design, preparation, and implementation in a studio art classroom hasn’t been explored or discussed as thoroughly.
References Used in the Proposal
Han, H.C. (2015). Gamified pedagogy: From gaming theory to creating a self-motivated learning environment in studio art. Studies in Art Education: A Journal of Issues and Research, 56 (3), 257-267.
Hanus, M.D., Fox, J. (2014). Effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers & Education, 80 (2015), 152-161.
Hetland, L., Winner, E., Veenema, S., & Sheridan, K. M. (2007). Studio thinking: The real benefits of studio art education. Teachers College Press.
Matera, M. (2015). Explore like a pirate: Engage, enrich, and elevate your learners with gamification and game-inspired course design. San Diego, CA: Dave Burgess Consulting.
McGonigal, J. (2010, February). Jane McGonigal: Gaming Can Make a Better World [Video file]. Retrieved from
https://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world
Willms, J. D. (2003). Student engagement at school. A sense of belonging and participation. Paris: Organisation for Economic Co-operation and Development.
Appendices
A. IRB Exemption Form
B. Principal Letter of Approval for Study
C. Brainstorming and Exploration of Research Problem
D. Literature Review
E. Bibliography
F. Sample Field Notes and Observations
[1] See Appendix A for IRB Exemption Form for Study and Appendix B for Principal Letter of Approval for Study.
[2] See Appendix C for Brainstorming and Exploration of Research Problem.






































































