Gamification and Smart Feedback: Experiences with a Primary School Level Math App

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Bibliographic Details
Title: Gamification and Smart Feedback: Experiences with a Primary School Level Math App
Language: English
Authors: Kickmeier-Rust, Michael D., Hillemann, Eva-C, Albert, Dietrich
Source: International Journal of Game-Based Learning. 2014 4(3):35-46.
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Peer Reviewed: Y
Page Count: 12
Publication Date: 2014
Document Type: Journal Articles
Reports - Research
Education Level: Elementary Education
Descriptors: Mathematics Instruction, Elementary School Mathematics, Educational Games, Teaching Methods, Computer Oriented Programs, Foreign Countries, Competence, Student Motivation, Gender Differences, Feedback (Response), Technology Uses in Education, Educational Technology
Geographic Terms: Austria
DOI: 10.4018/ijgbl.2014070104
ISSN: 2155-6849
Abstract: Gamification is a recent trend in the field of game-based learning that accounts for development effort, costs, and effectiveness concerns of games. Another trend in educational technology is learning analytics and formative feedback. In the context of a European project the developed a light weight tool for learning and practicing divisions named Sonic Divider. This simple app is based on features of gamification. More importantly, it features formative assessment and feedback functions based on Competence-based Knowledge Space Theory. The authors applied and evaluated the tool in Austrian classrooms and found some evidence for the motivational aspect of the gamification elements, in particular scoring. They 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.
Abstractor: As Provided
Entry Date: 2016
Accession Number: EJ1111226
Database: ERIC
Description
Abstract:Gamification is a recent trend in the field of game-based learning that accounts for development effort, costs, and effectiveness concerns of games. Another trend in educational technology is learning analytics and formative feedback. In the context of a European project the developed a light weight tool for learning and practicing divisions named Sonic Divider. This simple app is based on features of gamification. More importantly, it features formative assessment and feedback functions based on Competence-based Knowledge Space Theory. The authors applied and evaluated the tool in Austrian classrooms and found some evidence for the motivational aspect of the gamification elements, in particular scoring. They 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.
ISSN:2155-6849
DOI:10.4018/ijgbl.2014070104