Gamification and Intelligent Feedback Mechanisms for a Division  Learning Tool.

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Title: Gamification and Intelligent Feedback Mechanisms for a Division  Learning Tool.
Authors: Kickmeier‐Rust, Michael1 michael.kickmeier‐rust@tugraz.at, Albert, Dietrich1 dietrich.albert@tugraz.at
Source: Proceedings of the European Conference on Games Based Learning. 2013, Vol. 2, p290-296. 7p.
Subject Terms: *Gamification, *Video games, *Motivation (Psychology), *Student attitudes, *Learning ability
Abstract: Educational computer games are a highly popular but also a highly challenging field when it comes to an effective  and efficient adoption in the classrooms. This holds true from the perspective of the necessary technical infrastructure,  from the pedagogical embedment as well as the perspective of a meaningful and formative use of individual gaming  results. Not least, there are increasingly critical questions about the effectiveness of using high quality computer games for  (usually limited) subject matter. In the context of a European project we developed a rather light weight tool for learning  and practicing divisions. The target age group of the tool is 6 to 8. To benefit from the motivational potential of games we  used  a  “gamification”  approach.  Accordingly,  we  designed  and  developed  a  game‐like,  attractive  user  interface  and  integrated elements of competition. The system is capable of providing students formative, competence‐based feedback in  real‐time. Tailored to the age group this feedback is displayed in form of a smiley and a text block, the latest beta version  also provides a text‐to‐speech output of the feedback. The theoretical foundation for the real‐time analysis is Competence based Knowledge Space Theory on which basis competence states can be identified. Concretely, for the tool this means  that the feedback says not only that an action was correct or incorrect but the feedback refers to the underlying skills. The  tool thereby can distinguish which skills are available and which are lacking by associating the actions with a competency  structure of the domain. We applied and evaluated the tool in Austrian classrooms and found some evidence for the  motivational  aspect  of  the  gamification  elements,  in  particular  the  scoring.  We  also  found  positive  effects  of  an  individualized and meaningful feedback about errors. Finally, there occurred certain gender difference, for example, girls  were much less attracted by competition elements (e.g., by comparing high scores) then boys, however, more attentive  towards feedback coming from the tool. [ABSTRACT FROM AUTHOR]
Copyright of Proceedings of the European Conference on Games Based Learning is the property of Academic Conferences & Publishing International Ltd. and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
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  Data: <searchLink fieldCode="JN" term="%22Proceedings+of+the+European+Conference+on+Games+Based+Learning%22">Proceedings of the European Conference on Games Based Learning</searchLink>. 2013, Vol. 2, p290-296. 7p.
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  Data: Educational computer games are a highly popular but also a highly challenging field when it comes to an effective  and efficient adoption in the classrooms. This holds true from the perspective of the necessary technical infrastructure,  from the pedagogical embedment as well as the perspective of a meaningful and formative use of individual gaming  results. Not least, there are increasingly critical questions about the effectiveness of using high quality computer games for  (usually limited) subject matter. In the context of a European project we developed a rather light weight tool for learning  and practicing divisions. The target age group of the tool is 6 to 8. To benefit from the motivational potential of games we  used  a  “gamification”  approach.  Accordingly,  we  designed  and  developed  a  game‐like,  attractive  user  interface  and  integrated elements of competition. The system is capable of providing students formative, competence‐based feedback in  real‐time. Tailored to the age group this feedback is displayed in form of a smiley and a text block, the latest beta version  also provides a text‐to‐speech output of the feedback. The theoretical foundation for the real‐time analysis is Competence based Knowledge Space Theory on which basis competence states can be identified. Concretely, for the tool this means  that the feedback says not only that an action was correct or incorrect but the feedback refers to the underlying skills. The  tool thereby can distinguish which skills are available and which are lacking by associating the actions with a competency  structure of the domain. We applied and evaluated the tool in Austrian classrooms and found some evidence for the  motivational  aspect  of  the  gamification  elements,  in  particular  the  scoring.  We  also  found  positive  effects  of  an  individualized and meaningful feedback about errors. Finally, there occurred certain gender difference, for example, girls  were much less attracted by competition elements (e.g., by comparing high scores) then boys, however, more attentive  towards feedback coming from the tool. [ABSTRACT FROM AUTHOR]
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  Data: <i>Copyright of Proceedings of the European Conference on Games Based Learning is the property of Academic Conferences & Publishing International Ltd. and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract.</i> (Copyright applies to all Abstracts.)
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RecordInfo BibRecord:
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      – Code: eng
        Text: English
    PhysicalDescription:
      Pagination:
        PageCount: 7
        StartPage: 290
    Subjects:
      – SubjectFull: Gamification
        Type: general
      – SubjectFull: Video games
        Type: general
      – SubjectFull: Motivation (Psychology)
        Type: general
      – SubjectFull: Student attitudes
        Type: general
      – SubjectFull: Learning ability
        Type: general
    Titles:
      – TitleFull: Gamification and Intelligent Feedback Mechanisms for a Division  Learning Tool.
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          Name:
            NameFull: Kickmeier‐Rust, Michael
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            NameFull: Albert, Dietrich
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              M: 06
              Text: 2013
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              Y: 2013
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