Research Article

Enhancing Classroom Management and Student Engagement: The Role of ClassDojo and Gamification in Education

Authors

  • Ouafae Benzizoune Doctoral student, 'Langage et Société' Laboratory, Faculty of Languages, Letters, and Arts, Ibn Tofail University, Morocco

Abstract

This study explores the effects of integrating ClassDojo, an AI-enhanced gamification platform, on classroom management and student engagement in a 6th-grade classroom. The primary objective is to evaluate how AI-driven features within ClassDojo impact student behavior, engagement, and classroom dynamics. A qualitative case study methodology was employed over four months in a classroom of 25 students in Casablanca. Data collection included direct classroom observations, semi-structured interviews, and analysis of behavioral data logged by ClassDojo. The findings indicate significant improvements in both student engagement and behavior management. Students demonstrated higher levels of self-regulation and motivation, with an increase in positive behaviors and a decrease in negative behaviors. The AI-driven personalization features of ClassDojo were particularly effective in fostering an engaging and responsive learning environment. These results align with previous research on the advantages of gamification and AI in educational settings. The study suggests integrating AI with gamification tools like ClassDojo can substantially enhance classroom management and student engagement. It encourages schools to consider the broader adoption of such technologies, accompanied by comprehensive teacher training, to maximize their benefits. Further research is recommended to assess AI-enhanced gamification's applicability and long-term impact across different educational settings.

Article information

Journal

Journal of English Language Teaching and Applied Linguistics

Volume (Issue)

6 (3)

Pages

106-114

Published

2024-09-21

How to Cite

Benzizoune, O. (2024). Enhancing Classroom Management and Student Engagement: The Role of ClassDojo and Gamification in Education. Journal of English Language Teaching and Applied Linguistics, 6(3), 106–114. https://doi.org/10.32996/jeltal.2024.6.3.13

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Keywords:

ClassDojo, Classroom management, feedback, ICT