The role of gamification and game-based learning in authentic assessment within virtual environments
Gamification is the application of game-based elements to non-game systems. Within education this can incorporate many game-based mechanisms. We review the use of some of these specifically: rewind, ghost images, save points and multiple lives, and time and space control. The opportunities to use th...
| Main Authors: | , , , |
|---|---|
| Other Authors: | |
| Format: | Conference Paper |
| Published: |
Higher Education Research and Development Society of Australasia, Inc
2013
|
| Online Access: | http://www.herdsa.org.au/wp-content/uploads/conference/2013/HERDSA_2013_WOOD.pdf http://hdl.handle.net/20.500.11937/30116 |
| Summary: | Gamification is the application of game-based elements to non-game systems. Within education this can incorporate many game-based mechanisms. We review the use of some of these specifically: rewind, ghost images, save points and multiple lives, and time and space control. The opportunities to use these game-based mechanisms to assist assessment have remained under-examined and under-exploited. However, these game-based elements are particularly pertinent within authentic learning supported by virtual environments. Thus, we identify how these game-based mechanisms can improve assessment while increasing efficiency and providing new opportunities for educators. |
|---|