Gamifying Experiences Using a Peer Learning Assessment System: Combining Two Separate Research Traditions to Promote Student Learning (Poster and Interactive Session) - Entertainment Computing – ICEC 2017
Conference Papers Year : 2017

Gamifying Experiences Using a Peer Learning Assessment System: Combining Two Separate Research Traditions to Promote Student Learning (Poster and Interactive Session)

Abstract

This demonstration presents a gamifying use of a new assessment technology, the Peer Learning Assessment System (PeLe), in higher education. By implementing key elements from gaming in a traditional assessment practice, using new technology, students can gain a new understanding of what assessment in higher education could look like: engaging, exciting, interactive, fun and rewarding in terms of new learning experiences. Students will assume the role of players in small teams and acquire a sense of competing against other’s teams through quiz-based testing. The students will respond to the quizzes using their own mobile devices. The students will automatically be rewarded points for correct answers and deducted points for wrong answers. Upon completion of the test, the results will be reviewed in a plenary session, where the teams will have the opportunity to close the gap between attained and desired achievements. The overall purpose is to combine the best from two separate research traditions, gaming and assessment, and facilitate more engaging assessment in higher education.
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hal-01771455 , version 1 (19-04-2018)

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Audun Grom, Gabrielle Hansen, George Adrian Stoica. Gamifying Experiences Using a Peer Learning Assessment System: Combining Two Separate Research Traditions to Promote Student Learning (Poster and Interactive Session). 16th International Conference on Entertainment Computing (ICEC), Sep 2017, Tsukuba City, Japan. pp.507-509, ⟨10.1007/978-3-319-66715-7⟩. ⟨hal-01771455⟩
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