Mastery Learning as Gamification: Level-Up Through High-Transparency Assessments.

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Title: Mastery Learning as Gamification: Level-Up Through High-Transparency Assessments.
Authors: Sindre, Guttorm1 guttorm.sindre@ntnu.no, Kolås, Line2 line.kolas@nord.no
Source: Proceedings of the European Conference on Games Based Learning. 2025, Vol. 19 Issue 2, p789-797. 9p.
Subject Terms: *Gamification, *Mastery learning, *Instructional systems design, *Student engagement, *Self-managed learning (Personnel management), *Teaching methods, *STEM education, *Educational evaluation
Company/Entity: Norges teknisk-naturvitenskapelige universitet
Abstract: Self-paced mastery learning aims to give the students more autonomy over their own learning process. Typically, such course designs have many lesser tests during the semester rather than one big exam. This pattern of repeated passing of obstacles and gradual level-up resembles a gamified approach to learning. An interesting question is to what extent a selfpaced mastery learning course can be considered gamified even in cases where it does not aim to be entertaining. This paper makes a case study of an introductory programming course for first-year STEM teacher students at NTNU, Norway. The course is analyzed through the lens of gamification, using the Learning Mechanics - Game Mechanics (LM-GM) model. Relating this to student satisfaction and performance data indicates that there are many gamification-related aspects of such a course, contributing positively to student engagement. This paper provides a better understanding of how self-paced mastery learning can be considered a gamified course design and a promising approach for those looking to incorporate more explicit game elements into a course. Additionally, it shows how self-paced mastery learning could be an interesting pedagogical strategy for gamifying traditional higher education settings, especially focusing on affordances related to achievement / progression as well as social affordances. [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.)
Database: Education Research Complete
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PubType: Conference
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  Data: Mastery Learning as Gamification: Level-Up Through High-Transparency Assessments.
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  Data: <searchLink fieldCode="AR" term="%22Sindre%2C+Guttorm%22">Sindre, Guttorm</searchLink><relatesTo>1</relatesTo><i> guttorm.sindre@ntnu.no</i><br /><searchLink fieldCode="AR" term="%22Kolås%2C+Line%22">Kolås, Line</searchLink><relatesTo>2</relatesTo><i> line.kolas@nord.no</i>
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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>. 2025, Vol. 19 Issue 2, p789-797. 9p.
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  Data: *<searchLink fieldCode="DE" term="%22Gamification%22">Gamification</searchLink><br />*<searchLink fieldCode="DE" term="%22Mastery+learning%22">Mastery learning</searchLink><br />*<searchLink fieldCode="DE" term="%22Instructional+systems+design%22">Instructional systems design</searchLink><br />*<searchLink fieldCode="DE" term="%22Student+engagement%22">Student engagement</searchLink><br />*<searchLink fieldCode="DE" term="%22Self-managed+learning+%28Personnel+management%29%22">Self-managed learning (Personnel management)</searchLink><br />*<searchLink fieldCode="DE" term="%22Teaching+methods%22">Teaching methods</searchLink><br />*<searchLink fieldCode="DE" term="%22STEM+education%22">STEM education</searchLink><br />*<searchLink fieldCode="DE" term="%22Educational+evaluation%22">Educational evaluation</searchLink>
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  Data: Self-paced mastery learning aims to give the students more autonomy over their own learning process. Typically, such course designs have many lesser tests during the semester rather than one big exam. This pattern of repeated passing of obstacles and gradual level-up resembles a gamified approach to learning. An interesting question is to what extent a selfpaced mastery learning course can be considered gamified even in cases where it does not aim to be entertaining. This paper makes a case study of an introductory programming course for first-year STEM teacher students at NTNU, Norway. The course is analyzed through the lens of gamification, using the Learning Mechanics - Game Mechanics (LM-GM) model. Relating this to student satisfaction and performance data indicates that there are many gamification-related aspects of such a course, contributing positively to student engagement. This paper provides a better understanding of how self-paced mastery learning can be considered a gamified course design and a promising approach for those looking to incorporate more explicit game elements into a course. Additionally, it shows how self-paced mastery learning could be an interesting pedagogical strategy for gamifying traditional higher education settings, especially focusing on affordances related to achievement / progression as well as social affordances. [ABSTRACT FROM AUTHOR]
– Name: AbstractSuppliedCopyright
  Label:
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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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        Value: 10.34190/ecgbl.19.2.3963
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      – Code: eng
        Text: English
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      – SubjectFull: Gamification
        Type: general
      – SubjectFull: Mastery learning
        Type: general
      – SubjectFull: Instructional systems design
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      – SubjectFull: Student engagement
        Type: general
      – SubjectFull: Self-managed learning (Personnel management)
        Type: general
      – SubjectFull: Teaching methods
        Type: general
      – SubjectFull: STEM education
        Type: general
      – SubjectFull: Educational evaluation
        Type: general
      – SubjectFull: Norges teknisk-naturvitenskapelige universitet
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    Titles:
      – TitleFull: Mastery Learning as Gamification: Level-Up Through High-Transparency Assessments.
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            NameFull: Sindre, Guttorm
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            – D: 01
              M: 07
              Text: 2025
              Type: published
              Y: 2025
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