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GradeCraft: what can we learn from a game-inspired learning management system?

Published: 08 April 2013 Publication History

Abstract

The "gamification" of courses (i.e., designing courses that leverage motivational mechanisms found in videogames) is a movement that is gaining traction in educational research communities and universities. Two game-inspired courses were developed at a high-enrollment public university in an effort to increase student engagement, and to provide students with more personalized learning experiences. We designed a learning management system, GradeCraft, to foreground the affordances of these grading systems, and to enhance the "game-like" experience for students. Along with serving as a translation layer for the grading systems of these courses, GradeCraft is also designed with an eye towards learning analytics, and captures information that can be described as student "process" data. Currently this data includes what types of assignments students choose to complete; how students assign percentage weights to their chosen assignments; how often and how accurately students check or model their course grades; and how successfully assignments are completed by students individually and the class as a whole across a structured grading rubric. We hope GradeCraft will give instructors new insight into student engagement, and provide data-driven ideas about how to tailor courses to student needs.

References

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Andrade, Heidi Goodrich. Teaching with Rubrics: The Good, the Bad, and the Ugly. College Teaching, Vol. 53, No. 1 (Winter, 2005). 27--30.
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Arnold, K. E. & Pistilli, M. D. Course signals at Purdue: Using learning analytics to increase student success. Paper presented at The 2nd International Conference on Learning Analytics and Knowledge, (Vancouver, BC, Canada, 2012), ACM Press, in press.
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Fishman, B & Aguilar, S. Gaming the Class: Using a Game-based Grading System to Get Students to Work Harder. and Like It. in Games + Learning + Society Conference 8.0, (Madison, WI, USA, 2012), ETC Press, 124--130.
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Gee, J. P. What videogames have to teach us about learning and literacy. Palgrave Macmillan, New York, 2003.
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Malone, T. W., & Lepper, M. R. Making learning fun: A taxonomy of intrinsic motivations for learning. In R. E. Snow & M. J. Farr (Eds.), Aptitude, learning, and instruction: Cognitive and affective process analysis, Volume 3. 223--253.
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Prensky, Mark. The motivation of gameplay: The real twenty-first century learning revolution, On the Horizon, Volume 10 (1). 5--11.
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Schell, J. The art of game design: a book of lenses. Morgan Kaufmann Publishers, San Francisco, 2008.

Cited By

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  • (2024)Does Feedback on Talk Time Increase Student Engagement? Evidence from a Randomized Controlled Trial on a Math Tutoring PlatformProceedings of the 14th Learning Analytics and Knowledge Conference10.1145/3636555.3636924(632-644)Online publication date: 18-Mar-2024
  • (2024)Improving part-time instructors’ student failure rate with an educational engagement information systemEducational technology research and development10.1007/s11423-024-10352-2Online publication date: 14-Mar-2024
  • (2024)The effect of micro gamified online homework on gameful experience, intrinsic motivation, engagement, and cognitive loadEducation and Information Technologies10.1007/s10639-024-12750-8Online publication date: 13-Jun-2024
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  1. GradeCraft: what can we learn from a game-inspired learning management system?

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        cover image ACM Conferences
        LAK '13: Proceedings of the Third International Conference on Learning Analytics and Knowledge
        April 2013
        300 pages
        ISBN:9781450317856
        DOI:10.1145/2460296
        Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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        New York, NY, United States

        Publication History

        Published: 08 April 2013

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        Author Tags

        1. game-inspired instruction
        2. gamification
        3. learning analytics
        4. syllabus design

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        LAK '13 Paper Acceptance Rate 16 of 58 submissions, 28%;
        Overall Acceptance Rate 236 of 782 submissions, 30%

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        View all
        • (2024)Does Feedback on Talk Time Increase Student Engagement? Evidence from a Randomized Controlled Trial on a Math Tutoring PlatformProceedings of the 14th Learning Analytics and Knowledge Conference10.1145/3636555.3636924(632-644)Online publication date: 18-Mar-2024
        • (2024)Improving part-time instructors’ student failure rate with an educational engagement information systemEducational technology research and development10.1007/s11423-024-10352-2Online publication date: 14-Mar-2024
        • (2024)The effect of micro gamified online homework on gameful experience, intrinsic motivation, engagement, and cognitive loadEducation and Information Technologies10.1007/s10639-024-12750-8Online publication date: 13-Jun-2024
        • (2024)Lost in Gamification Design: A Scientometric AnalysisHCI in Games10.1007/978-3-031-60692-2_1(3-21)Online publication date: 1-Jun-2024
        • (2023)"What else can I do?" Examining the Impact of Community Data on Adaptation and Quality of Reflection in an Educational GameProceedings of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544548.3580664(1-12)Online publication date: 19-Apr-2023
        • (2022)Application of Gamification in Modern EducationHandbook of Research on Promoting Economic and Social Development Through Serious Games10.4018/978-1-7998-9732-3.ch004(60-75)Online publication date: 18-Mar-2022
        • (2022)The Role of Mechanics in GamificationResearch Anthology on Game Design, Development, Usage, and Social Impact10.4018/978-1-6684-7589-8.ch091(1870-1890)Online publication date: 7-Oct-2022
        • (2022)Integrating Assessment, Feedback, and Learning Analytics in Educational GamesResearch Anthology on Developments in Gamification and Game-Based Learning10.4018/978-1-6684-3710-0.ch088(1803-1846)Online publication date: 2022
        • (2022)Gamification for Technology-Enhanced Language Teaching and LearningResearch Anthology on Developments in Gamification and Game-Based Learning10.4018/978-1-6684-3710-0.ch045(992-1010)Online publication date: 2022
        • (2022)Gamification of Middle School Mathematics and ScienceResearch Anthology on Developments in Gamification and Game-Based Learning10.4018/978-1-6684-3710-0.ch042(916-931)Online publication date: 2022
        • Show More Cited By

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