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Generating Data by Gamifying Education

Generating Data by Gamifying Education
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Author(s): Aleksandar Gubic (Ivan Goran Kovacic Junior High School, Serbia)
Copyright: 2015
Pages: 12
Source title: Strategic Data-Based Wisdom in the Big Data Era
Source Author(s)/Editor(s): John Girard (Middle Georgia State College, USA), Deanna Klein (Minot State University, USA)and Kristi Berg (Minot State University, USA)
DOI: 10.4018/978-1-4666-8122-4.ch014

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Abstract

The main focus of this chapter is to present how data generated by gamifying education affects the grading process and student engagement. One of the challenges facing modern society is the overall lack of engagement. This is particularly the case in education when frequent tasks and assignments are not approached with a high level of commitment. A relatively new technique has been developed and is showing great potential in a wide array of fields including education. Gamification is the process of applying game mechanics and a way of thinking to real-world tasks with a goal to improve engagement. Gamifying education generates new types of data that can be used in the process of assessing a student's performance as well as effectively improving engagement. The key to implementing gamification is to understand what types of data can be generated. As the amount of data varies depending on which specific components are applied, the task of its interpretation and contextualisation is vital for a successful outcome.

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