ABSTRACT Gamification 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 gamebased elements are particularly pertinent within an authentic learning framework supported by virtual environments, or virtual places. Thus, we identify how these gamebased mechanisms can improve assessment while increasing efficiency and providing new opportunities for educators. This longitudinal study spans from 2012 to 2015.
Via Kim Flintoff