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

  • Lincoln C Wood
  • , Hanna Teras
  • , Torsten Reiners
  • , Sue Gregory

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

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.
Original languageEnglish
Title of host publicationResearch and Development in Higher Education: The Place of Learning and Teaching. Refereed papers from the 36th HERDSA Annual International Conference
EditorsS Frielick, N Buissink-Smith, P Wyse, J Billot, J Hallas, E Whitehead
Place of PublicationMilperra, Australia
PublisherHigher Education Research and Development Society of Australasia (HERDSA)
Pages514-523
ISBN (Print)0908557930
Publication statusPublished - 2013
EventHERDSA 2013: 36th Higher Education Research and Development Society of Australasia Annual International Conference - The place of learning and teaching - Auckland, New Zealand
Duration: 1 Jul 20134 Jul 2013

Publication series

NameResearch and Development in Higher Education
Number36
ISSN (Electronic)0156-8884

Conference

ConferenceHERDSA 2013: 36th Higher Education Research and Development Society of Australasia Annual International Conference - The place of learning and teaching
CityAuckland, New Zealand
Period1/07/134/07/13

Keywords

  • Educational Technology and Computing
  • Higher Education

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