Gamification

Assessment type Process based assessment - Game Based Assessment
Assessment method/tool Problem solving and cooperation via an escape room.
Operationalisation (what is being assessed and why, how to conduct it) This multipurpose assessment tool is freely useable on a wide range.
Recommended for all learning outcomes especially for the following outcomes:
  • Gamification in education
  • Designing games based on Mechanics, Dynamics, and Emotions (MDE) framework
  • Toolbox of gamification: Mechanics – types of setups, roles, and rules
  • Apply VR and AR technologies in teaching, combining virtual and real game mechanics.
  • Integrate VR and/or AR technologies in game design to foster motivation and planning skills on learners.

  • Example:
    You want to know if your learner(s) is aware of the available Augmented reality and Virtual Reality solutions and their cheapest still useful application in the classroom in their country. To assess that you design a virtual escape room with suitable clues.
    Also, you can assess the level of cooperation in case of teaching teachers who work in the same school.

    Students should be assigned to subgroups of 3-4 persons, and then they are given specific clues. Teams are tested with different instances of the same escape room and assessed by timing and gathering the clues. They can also be assessed by their communication and cooperation if the assessment is recorded or supervised by a teacher.

    The incorporation and utility of student escapes can be evaluated and assessed by team performance on the escapes, individual student performance on examination questions based on the clues, and a pre- and post-escape student survey of their individual opinions about the clues or the whole class topic.

    An instructor should grade each escape and assign a team grade. The instructor can assess individual performance during the escape.

    The goal is to make sure the topic is adequately covered by the team.
    Remarks When escape room is used in a classroom and the learners are in group, the following setup is recommended:
    Variation 1.
    Each group has one 17” screen laptop on a separate table in each corner of the classroom and beside the walls (assuming 10-12 learners altogether – it gives us 4 groups of 2-3 people)
    Variation 2.
    Each group member has his or her laptop. One group will have the same instance of the escape room. Another group will log in their own instance. They communicate on teams or zoom using earplugs and microphones.

    Useful LINKS/ATTACHMENTS:

    https://www.youtube.com/watch?v=jjKkmRdQ8ac

    Topics covered in the video:
    0:00 - Introduction
    3:30 - Creating the "room," with items and a Bitmoji person (in Google Slides)
    6:04 - Creating "the lock" (in Google Forms)
    7:49 - Creating and finding "the clues" (in Google Docs or on the web)
    9:12 - Creating links to the clues (on the Google Slide)
    11:25 - Creating the "timer" (using an embedded YouTube video)
    12:50 -Creating the "view only" link

    You can view and/or download your own copy of this sample escape room in two places:
    1. On Teachers Pay Teachers: https://www.teacherspayteachers.com/P...
    2. At this "Pay-What-You-Want" Gumroad link: https://gum.co/UOzgj

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