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

Caitlin Holman, Stephen J. Aguilar, Barry J. Fishman
{"title":"GradeCraft: what can we learn from a game-inspired learning management system?","authors":"Caitlin Holman, Stephen J. Aguilar, Barry J. Fishman","doi":"10.1145/2460296.2460350","DOIUrl":null,"url":null,"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.","PeriodicalId":162301,"journal":{"name":"International Conference on Learning Analytics and Knowledge","volume":"88 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2013-04-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"53","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Conference on Learning Analytics and Knowledge","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/2460296.2460350","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 53

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.
我们可以从游戏启发的学习管理系统中学到什么?
课程的“游戏化”(游戏邦注:即利用电子游戏中的动机机制设计课程)在教育研究社区和大学中越来越受欢迎。为了提高学生的参与度,并为学生提供更个性化的学习体验,一所高入学率的公立大学开发了两门受游戏启发的课程。我们设计了一个学习管理系统,GradeCraft,以突出这些评分系统的功能,并增强学生的“游戏式”体验。除了作为这些课程评分系统的翻译层外,GradeCraft还着眼于学习分析,并捕获可以被描述为学生“过程”数据的信息。目前,这些数据包括学生选择完成的作业类型;学生如何为他们选择的作业分配百分比权重;学生检查课程成绩的频率和准确度;以及学生个人和整个班级在结构化评分标准下完成作业的成功程度。我们希望GradeCraft能够为教师提供关于学生参与的新见解,并提供关于如何根据学生需求定制课程的数据驱动的想法。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信