2020
DOI: 10.3390/info11040176
|View full text |Cite
|
Sign up to set email alerts
|

Techniques to Motivate Learner Improvement in Game-Based Assessment

Abstract: Learner motivation to self-improve is a crucial effectiveness factor in all modes and settings of learning. Game-based learning was long used for attracting and maintaining students’ interest especially in small ages, deploying means such as scoring, timing, scores of peers (i.e., hall of fame), etc. These techniques can provide recognition for high-scoring players, while also developing a sense of safe “distance” in the impersonal electronic environment for low-scoring players. In addition, constructive feedb… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
2
1

Citation Types

0
4
0

Year Published

2021
2021
2023
2023

Publication Types

Select...
6
3

Relationship

1
8

Authors

Journals

citations
Cited by 11 publications
(5 citation statements)
references
References 64 publications
0
4
0
Order By: Relevance
“…Therefore, a motivated learner is the learner “ who wants to achieve a goal and who is willing to invest time and effort in reaching that goal ” (Daskalovska et al, 2012 ) (p.1187). As intrinsic motivation (see paragraph 3.7 for details) is characterized by a learner’s internal desire to perform a task and can only be rewarded with personal satisfaction and enjoyment, it thus derives from the learners and their attitudes toward the topic, their learning goals and aims, their emotions, and their ambitions (Daskalovska et al, 2012 ; Hodges, 2004 ; Leonardou et al, 2020 ). Intrinsic motivation along with learning deriving from fun, autonomy and experiential learning are defined as the main concepts constructing DGBL (Perrotta et al, 2013 ).…”
Section: Related Workmentioning
confidence: 99%
See 1 more Smart Citation
“…Therefore, a motivated learner is the learner “ who wants to achieve a goal and who is willing to invest time and effort in reaching that goal ” (Daskalovska et al, 2012 ) (p.1187). As intrinsic motivation (see paragraph 3.7 for details) is characterized by a learner’s internal desire to perform a task and can only be rewarded with personal satisfaction and enjoyment, it thus derives from the learners and their attitudes toward the topic, their learning goals and aims, their emotions, and their ambitions (Daskalovska et al, 2012 ; Hodges, 2004 ; Leonardou et al, 2020 ). Intrinsic motivation along with learning deriving from fun, autonomy and experiential learning are defined as the main concepts constructing DGBL (Perrotta et al, 2013 ).…”
Section: Related Workmentioning
confidence: 99%
“…Among the typical game design elements, those with the strongest effect on motivation are points, badges, leaderboards, performance graphs, meaningful stories, avatars and teammates (Sailer et al, 2017 ) that also are analytically presented in (Leonardou et al, 2020 ). All these game design elements share strong motivational influence as supported by the self-determination theory (Deci & Ryan, 1985 ; Ryan & Deci, 2000 ).…”
Section: Related Workmentioning
confidence: 99%
“…Notably, numerous studies have proven the efficiency of GBL over traditional learning methods (Platz, 2022;Krath,2021). The use of board games in the education context has proven to have a significant effect on learning, reflecting the achievement of players and the cultivation of intrinsic motivation (Zhang, 2022;Hartt et al, 2020;Leonardou et al, 2020). Instructors are suggested to use GBL to create an effective classroom learning environment (Saleh et al, 2020).…”
Section: Game-based Learningmentioning
confidence: 99%
“…In this paper, we conduct a preliminary study of the effectiveness of gamification motivators in the Multiplication Game (MG), an educational game for practicing and assessing multiplication skills of elementary school pupils Garofalakis, 2019, 2020). In its final development phase (Leonardou, Rigou and Garofalakis, 2020;Leonardou et al, 2022), MG incorporated gamification motivators: points (coins), avatar icon, visualization of level achievements (current and previous), NPC characters giving information, children-friendly graphics and sound effects, social comparison and leaderboards. In the current study, gamification motivators in MG are studied with the help of eye-tracking, which provides detailed monitoring and visualization of gaze behavior in the form of fixation (point and duration of visual focus) and saccade sequences.…”
Section: Introductionmentioning
confidence: 99%