Wood, LCTeräs, HReiners, T2013-09-192013-09-192013-09-192013-11-102013-11-102013-09-192013-09-192013-09-192013-11-102013-11-1020132013HERDSA 2013 held at AUT University, Auckland, New Zealand, 2013-07-01 to 2013-07-04https://hdl.handle.net/10292/5835Gamification 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.Copyright © 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.GamificationAuthentic learningAssessmentAuthentic assessmentVirtual environmentsThe role of gamification and game-based learning in authentic assessment within virtual environmentsConference ContributionOpenAccess