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Action Research Design Outline

According to Mertler (2019), action research is a continuously evolving strategy that fixes educational systems through planned research. It, therefore, enables academics to interfere in improving educational delivery concerning structure and success. I believe in this model to ensure continuous improvement and growth in the academic career. Everyone should be aware that action research advances the comprehension of what and why things are done: it is a sequence of investigations that empowers the participants' activities, making it a meaningful experience.

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By examining the approaches toward teaching and acknowledging the outcomes, the teachers can attain objectives in teaching and learners in their respective frames. In my research, I plan to explore how Gamification can enhance the learning of mathematics in pre-kindergarten students during their development this school year 2024-2025. Hence, this action research will align with my innovation plan and provide critical insights into how game-based elements can increase engagement, motivation, and overall mathematical skills in young learners. Please take a moment to review my Outline Assignment on action research.

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I.   What is the topic of your action research?

Engagement and foundational mathematical skills development are most important in the early stages of pre-kindergarten education. Gamification, using game design elements in non-game contexts, is increasingly becoming important as a powerful tool to enhance motivation and learning outcomes among young children. This action research plan will examine the impact of gamified math instruction on student engagement and math skill development in a pre-kindergarten classroom.

II.  What is the purpose of your study?

The purpose will be to investigate how integrating gamified activities into math instruction affects student engagement and improves their understanding of basic mathematical concepts like counting, number recognition, and problem-solving. This technological step forward is foreseen to enhance the development of math literacy and increase the student's desire to participate in learning. According to Mertler (2019), action research allows educators to make decisions based on data that address specific needs in the classroom. These include improving motivation and achievement among learners. This study will investigate gamification's effectiveness in knowledge retention and its contribution to general development for young learners while aiding teachers in achieving set learning objectives.

III. What is your research question?

How does implementing gamification in pre-kindergarten math instruction impact student engagement and mathematical skill development?

IV. What is your research design (Qualitative, Quantitative, or Mixed Methods)?

a.  Why did you choose this design?

The research design will integrate quantitative and qualitative data collection methods.

Why? I have set out to find the effects of Gamification on teaching pre-kindergarten children's mathematics. According to Mertler (2019), for action research, a mixed-methods approach allows for a more comprehensive understanding of the issue by combining measurable outcomes (quantitative) with deeper insights into student experiences and engagement (qualitative). Then, applying those ideas in my study, the quantitative component will track mathematical progress, while the qualitative component will capture the nuances of student motivation and participation through observations and interviews.

V.  What data will you collect?

Quantitative and qualitative data will be collected for this study: quantitatively, pre- and post-assessment scores of student's mathematic competency to measure learning outcomes, while qualitatively, observational data is taken on students behavior, engagement, and motivation during the gamified learning activities. Besides that, feedback from students could provide insights into the student's learning experiences that might help them grasp their attitudes toward mathematics and the efficiency of gamification.

VI. What types of measurement will you use?

To gather data on the impact of gamified activities on children's development of math skills, pre-and post-assessments will be conducted. Also, I will observe in-depth how students interact during games, using checklists to track their engagement, participation, and overall motivation. Apart from that, I will get feedback by asking children some very simple and age-related questions concerning their feelings about the learning experience and enjoyment of playing games. 

VII. What is the focus of your literature review?

The literature review will focus on the application of Gamification in early childhood education, particularly in the context of teaching mathematics. According to Mertler (2019), a key part of action research is reviewing relevant literature to build a strong foundation for the study. It will describe the main elements of gamification and its effect on early learning and refer to studies that concern how game-like activities raise the motivation and participation of learners. The review will also cover the role of student engagement in cognitive and social development in young children and approaches promoting the development of basic mathematical competencies such as number recognition, counting, and problem-solving skills. cognitive theories and social learning theory will also be included in support of how gamification can support cognitive development by incorporating game elements and, finally, technology integration in early math education.

References

Mertler, C. A. (2019). Action research: Improving schools and empowering educators (6th ed.). Thousand Oaks, CA: SAGE Publications, Inc.

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