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

    192925_95974_HERDSA_2013_WOOD_paper.pdf (327.0Kb)
    Access Status
    Open access
    Authors
    Wood, Lincoln
    Teras, H.
    Reiners, Torsten
    Gregory, S.
    Date
    2013
    Type
    Conference Paper
    
    Metadata
    Show full item record
    Citation
    Wood, Lincoln and Teras, Hanna and Reiners, Torsten and Gregory, Sue. 2013. The role of gamification and game-based learning in authentic assessment within virtual environments, in S. Frielick and others (ed), 36th HERDSA Annual International Conference, Jul 1-4 2013, pp. 514-523. Auckland, New Zealand: Higher Education Research and Development Society of Australasia.
    Source Title
    Research and Development in Higher Education: The Place of Learning and Teaching
    Source Conference
    36th HERDSA Annual International Conference
    Additional URLs
    http://www.herdsa.org.au/wp-content/uploads/conference/2013/HERDSA_2013_WOOD.pdf
    ISBN
    0908557930
    URI
    http://hdl.handle.net/20.500.11937/30116
    Collection
    • Curtin Research Publications
    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 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.

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