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dc.contributor.authorWood, LC
dc.contributor.authorTeräs, H
dc.contributor.authorReiners, T
dc.date.accessioned2013-09-19T00:28:50Z
dc.date.accessioned2013-09-19T00:29:09Z
dc.date.accessioned2013-09-19T00:30:05Z
dc.date.accessioned2013-11-10T20:58:10Z
dc.date.accessioned2013-11-10T21:00:14Z
dc.date.available2013-09-19T00:28:50Z
dc.date.available2013-09-19T00:29:09Z
dc.date.available2013-09-19T00:30:05Z
dc.date.available2013-11-10T20:58:10Z
dc.date.available2013-11-10T21:00:14Z
dc.date.copyright2013
dc.date.issued2013-09-19
dc.identifier.citationHERDSA 2013 held at AUT University, Auckland, New Zealand, 2013-07-01 to 2013-07-04
dc.identifier.urihttp://hdl.handle.net/10292/5835
dc.description.abstractGamification 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 authentic learning supported by virtual environments. Thus, we identify how these game-based mechanisms can improve assessment while increasing efficiency and providing new opportunities for educators.
dc.publisherHigher Education Research and Development Society of Australasia (HERDSA)
dc.relation.replaceshttp://hdl.handle.net/10292/5689
dc.relation.replaces10292/5689
dc.relation.replaceshttp://hdl.handle.net/10292/5690
dc.relation.replaces10292/5690
dc.relation.replaceshttp://hdl.handle.net/10292/5691
dc.relation.replaces10292/5691
dc.relation.replaceshttp://hdl.handle.net/10292/5834
dc.relation.replaces10292/5834
dc.relation.urihttp://www.herdsa.org.au/wp-content/uploads/conference/2013/HERDSA_2013_WOOD.pdf
dc.rightsCopyright © 2013 HERDSA and the authors. Apart from any fair dealing for the purposes of research or private study, criticism or review, as permitted under the Copyright, Designs and Patent Act, 2005, this publication may only be reproduced, stored or transmitted, in any form or by any means, with the prior permission in writing of the publishers, or in the case of reprographic reproduction in accordance with the terms and licenses issued by the copyright Licensing Agency. Enquiries concerning reproduction outside those terms should be sent to the publishers at the address above.
dc.subjectGamification
dc.subjectAuthentic learning
dc.subjectAssessment
dc.subjectAuthentic assessment
dc.subjectVirtual environments
dc.titleThe role of gamification and game-based learning in authentic assessment within virtual environments
dc.typeConference Contribution
dc.rights.accessrightsOpenAccess
aut.conference.typePublished Abstract
pubs.elements-id149133


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