1. Introduction 1.1 Background and Context 1.2 Research Objectives 1.3 Significance of the Study 1.4 Structure of the Thesis 2. Literature Review 2.1 Digital Game-Based Learning (DGBL) 2.2 Student Engagement in Education 2.3 Mathematics Education Challenges 2.4 Prior Research on DGBL in Mathematics 3. Theoretical Framework 3.1 Constructivist Learning Theory 3.2 Engagement Theory 3.3 Educational Game Design Principles 4. Research Methodology 4.1 Research Design 4.2 Data Collection Methods 4.3 Sampling Strategy 4.4 Data Analysis Techniques 5. Case Study: Implementing DGBL 5.1 Selecting the Digital Game 5.2 Classroom Implementation Process 5.3 Teacher and Student Roles 6. Data Analysis and Results 6.1 Overview of Collected Data 6.2 Quantitative Data Analysis 6.3 Qualitative Data Insights 6.4 Student Engagement Measures 7. Discussion 7.1 Interpretation of Findings 7.2 Implications for Mathematics Education 7.3 Limitations of the Study 7.4 Recommendations for Future Research 8. Conclusion 8.1 Summary of Key Findings 8.2 Contributions to Educational Practice 8.3 Final Thoughts and Reflections
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