Gamification involves integrating game elements into non-game contexts to encourage engagement. It can be used as an assessment and learning tool in education. There are two types of assessments - formative assessments which evaluate developing skills and summative assessments which evaluate skills at the end. Gamification has the potential to improve formative assessment by involving students in tasks that provide valuable information if designed properly. Effective gamification in education involves assessing students, defining learning goals, structuring the experience, identifying resources, and applying elements like visibility of progress and rewards.
Gamification involves integrating game elements into non-game contexts to encourage engagement. It can be used as an assessment and learning tool in education. There are two types of assessments - formative assessments which evaluate developing skills and summative assessments which evaluate skills at the end. Gamification has the potential to improve formative assessment by involving students in tasks that provide valuable information if designed properly. Effective gamification in education involves assessing students, defining learning goals, structuring the experience, identifying resources, and applying elements like visibility of progress and rewards.
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Gamification’s role as an assessment and learning tool
Gamification involves integrating game elements into non-game contexts to encourage engagement. It can be used as an assessment and learning tool in education. There are two types of assessments - formative assessments which evaluate developing skills and summative assessments which evaluate skills at the end. Gamification has the potential to improve formative assessment by involving students in tasks that provide valuable information if designed properly. Effective gamification in education involves assessing students, defining learning goals, structuring the experience, identifying resources, and applying elements like visibility of progress and rewards.
Gamification involves integrating game elements into non-game contexts to encourage engagement. It can be used as an assessment and learning tool in education. There are two types of assessments - formative assessments which evaluate developing skills and summative assessments which evaluate skills at the end. Gamification has the potential to improve formative assessment by involving students in tasks that provide valuable information if designed properly. Effective gamification in education involves assessing students, defining learning goals, structuring the experience, identifying resources, and applying elements like visibility of progress and rewards.
IN EDUCATION WHAT IS GAMIFICATION? • is the integration of game elements, mechanics, and frameworks into non-game situations and scenarios. “Making non-game activities more fun and emotionally engaging” • Game elements are points, badges, leaderboards, and other elements that usually exist in the video games. • was discovered in 1990’s by Neck Pelling. • Primary value provided by gamification is heightened, voluntary, and enjoyable engagement. WHAT IS MEANINGFUL GAMIFICATION? • Is the use of gameful and playful layers to help a user find personal connections that motivate engagement with a specific context for a long-term change. • It is user-centered or student-centered. • Was introduced by Nicholson (2012). POTENTIAL OF GAMIFICATION AS ASSESSMENT TOOL Assessment - is the part of educational system which is not separable as it becomes the main component of education to conduct an effective learning. - is the way to monitor student’s learning process. THE TWO TYPES OF ASSESSMENT 1. Summative Assessment - is evaluation of student’s competencies and skills in the end of unit of instruction or course. 2. Formative Assessment - is evaluation of developing student’s competencies and skills process in the form of aid to enhance students’ growth and progress of learning. BASIC PRINCIPLES OF ASSESSMENT • Appropriate assessments serve in strengthening and retention of information. • Assessments can identify areas of strength areas which need treatment. • Assessments can offer a sense of constant approach to elements within a curriculum. • Assessments can promote student autonomy by encouraging students' self evaluation of their progress. • Assessments can motivate learners to have goals. • Assessments can evaluate teaching effectiveness. TWO TYPES OF EVIDENCES 1. Purposive Evidence - refers to evidence collected through the deliberate provision of assessments to students. 2. Incidental Evidence - refers to evidence that is spontaneously and continuously generated.
FORMATIVE ASSESSMENT can be either administered by a teacher or embedded within a
game but often administered by teachers employs debriefing sessions. The gamification have the potential to improve the way the formative assessment is conducted, involving students in tasks that will produce valuable information if designed properly. It is necessary to ensure that assessments are valid, reliable, and also practically invisible. ANALYSIS REVIEW OF GAMIFICATION IN ASSESSMENT ANALYSIS REVIEW OF GAMIFICATION IN ASSESSMENT ANALYSIS REVIEW OF GAMIFICATION IN ASSESSMENT ANALYSIS REVIEW OF GAMIFICATION IN ASSESSMENT STEPS FOR GAMIFICATION IN EDUCATION Step 1: Assess your students a) Identify your students’ trouble spots b) Survey your class Step 2: Define learning goals a) Set learning and behavior goals b) Structure open projects to help meet these goals Step 3: Structure the gamified learning experience a) Adjust your scoring system b) Use "stages" STEPS FOR GAMIFICATION IN EDUCATION Step 4: Identify resources a) Create a manual and organize teams b) Organize studying and learning teams