Abstract
Gamification is the processes of introducing game-specific elements into a non-game context. It allows the application of the Game-based Learning approach in traditional educational contexts. This paper presents our efforts in gamification of students’ evaluation. The learning environment Meiro, used for demonstration and exploration in the domain of Computer Graphics, is extended with modules for students’ evaluation. The paper presents these models and discusses the preliminary results of end-users tests.
The research is partially supported by the National Scientific Program “Information and Communication Technologies in Science, Education and Security” (ICTinSES) financed by the Ministry of Education and Science; and by Sofia University “St. Kliment Ohridski” research science fund project N80-10-18/18.03.2020 “Use of high-tech tools for development of competency models in training”. The authors do not thank the Scientific Research Centre (NIS).
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Arango-López, J., Ruiz, S., Taborda, J.P., Gutiérrez Vela, F.L., Collazos, C.A., et al.: Gamification patterns: a catalog to enhance the learning motivation (2017)
Boytchev, P., Boytcheva, S.: Evaluation and assessment in tel courses. AIP Conf. Proc. 2048(1), 020035 (2018)
Dicheva, D., Dichev, C., Agre, G., Angelova, G.: Gamification in education: a systematic mapping study. J. Educ. Technol. Soc. 18(3) (2015)
Hamari, J., Eranti, V.: Framework for designing and evaluating game achievements. In: Digra Conference. Citeseer (2011)
Huotari, K., Hamari, J.: A definition for gamification: anchoring gamification in the service marketing literature. Electron. Markets 27(1), 21–31 (2016). https://doi.org/10.1007/s12525-015-0212-z
Kim, S., Song, K., Lockee, B., Burton, J.: Gamification cases in education. Gamification in Learning and Education. AGL, pp. 117–123. Springer, Cham (2018). https://doi.org/10.1007/978-3-319-47283-6_10
Kim, S., Song, K., Lockee, B., Burton, J.: Gamification Cases in Education, pp. 117–123. Springer, Cham (2018). https://doi.org/10.1007/978-3-319-47283-6_10
Kiper, J.: Gamification in SE courses (2019)
Landers, R.N., Auer, E.M., Collmus, A.B., Armstrong, M.B.: Gamification science, its history and future: definitions and a research agenda. Simul. Gaming 49(3), 315–337 (2018)
Lekova, M., Boytchev, P.: Virtual learning environment for computer graphics university course. In: Proceeding of 12th International Technology, Education and Development Conference, IATED Academy, pp. 3301–3309 (2018)
Lister, M.: Gamification: the effect on student motivation and performance at the post-secondary level. Issues Trends Educ. Technol. 3(2) (2015)
Połap, D., Woźniak, M.: The impact of the cost function on the operation of the intelligent agent in 2D games. In: Damaševičius, R., Vasiljevienė, G. (eds.) ICIST 2018. CCIS, vol. 920, pp. 293–302. Springer, Cham (2018). https://doi.org/10.1007/978-3-319-99972-2_23
Raczkowski, F.: Making points the point: towards a history of ideas of gamification. In: Fuchs, M. (ed.) Rethinking Gamification, pp. 141–160 (2014)
Rapp, A., Hopfgartner, F., Hamari, J., Linehan, C., Cena, F.: Strengthening gamification studies: current trends and future opportunities of gamification research (2019)
Rojas-López, A., Rincón-Flores, E.G., Mena, J., García-Peñalvo, F.J., Ramírez-Montoya, M.S.: Engagement in the course of programming in higher education through the use of gamification. Universal Access Inf. Soc. 18(3), 583–597 (2019). https://doi.org/10.1007/s10209-019-00680-z
van Roy, R., Zaman, B.: Why gamification fails in education and how to make it successful: introducing nine gamification heuristics based on self-determination theory. In: Ma, M., Oikonomou, A. (eds.) Serious Games and Edutainment Applications, pp. 485–509. Springer, Cham (2017). https://doi.org/10.1007/978-3-319-51645-5_22
Villagrasa, S., Duran, J.: Gamification for learning 3D computer graphics arts. In: Proceedings of the First International Conference on Technological Ecosystem for Enhancing Multiculturality, pp. 429–433. ACM (2013)
Winnicka, A., Kȩsik, K., Połap, D., Woźniak, M., Marszałek, Z.: A multi-agent gamification system for managing smart homes. Sensors 19(5), 1249 (2019)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2020 Springer Nature Switzerland AG
About this paper
Cite this paper
Boytchev, P., Boytcheva, S. (2020). Gamified Evaluation in Game-Based Learning. In: Lopata, A., Butkienė, R., Gudonienė, D., Sukackė, V. (eds) Information and Software Technologies. ICIST 2020. Communications in Computer and Information Science, vol 1283. Springer, Cham. https://doi.org/10.1007/978-3-030-59506-7_24
Download citation
DOI: https://doi.org/10.1007/978-3-030-59506-7_24
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-030-59505-0
Online ISBN: 978-3-030-59506-7
eBook Packages: Computer ScienceComputer Science (R0)