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

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Research and Development in Higher Education Vol. 36: The Place of Learning and Teaching

July, 2013, 534 pages
Published by
Frielick, S., Buissink-Smith, N., Wyse, P., Billot, J., Hallas, J. and Whitehead, E.
ISBN
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.

Keywords: Gamification, authentic learning, assessment, authentic assessment, virtual environments.