The role of gamification and game-based learning in authentic assessment within virtual environments

Title
The role of gamification and game-based learning in authentic assessment within virtual environments
Publication Date
2013
Author(s)
Wood, Lincoln C
Teras, Hanna
Reiners, Torsten
Gregory, Sue
( author )
OrcID: https://orcid.org/0000-0002-0417-8266
Email: sgregor4@une.edu.au
UNE Id une-id:sgregor4
Editor
Editor(s): S Frielick, N Buissink-Smith, P Wyse, J Billot, J Hallas, and E Whitehead
Type of document
Conference Publication
Language
en
Entity Type
Publication
Publisher
Higher Education Research and Development Society of Australasia (HERDSA)
Place of publication
Milperra, Australia
Series
Research and Development in Higher Education
UNE publication id
une:17823
Abstract
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 an authentic learning framework supported by virtual environments, or virtual places. Thus, we identify how these game-based mechanisms can improve assessment while increasing efficiency and providing new opportunities for educators. This longitudinal study spans from 2012 to 2015.
Link
Citation
Research and Development in Higher Education: The Place of Learning and Teaching. Refereed papers from the 36th HERDSA Annual International Conference, p. 514-523
ISBN
0908557930
Start page
514
End page
523

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