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mapping the design space
of assessment in gameful
classrooms
sebastian deterding
Games Learning Society 9.0
June 12, 2013
c b
1 Assessment is only one
part of a gameful design
• Modelling the learning domain (skill
trees, unlocks, etc.)
• Co-structuring the learning space (for
scaffolded, self-directed learning)
• Transporting the narrative (via naming,
visual design, structure)
• Reframing situation as »gaming«
Assessment as systemic part
2It is mainly accumulative
grading & feedback so far
• Start at 0 points/grade F
• Amount & quality of tasks > points,
point amounts = levels/grades
• (Each level/grade change requires
progressively more points)
• (Learners can choose between many
tasks, redo tasks)
accumulative grading
• Sense of progress and current state
• Match of skill & challenge
• Declining grading = loss framing
• Averaging grading = continued
punishment for early failure
• Evaluative grading of every activity =
performance, not mastery/effort framing
Why accumulative grading?
• Timely & frequent
• Juicy & varied
• Non-controlling
• Informative
• current action & improvement
• current state & future paths
feedback
• Goal-setting (via levels, badges, ...)
• Self-directed learning > autonomy
• Purely formative assessment
• Full transparency
• Competition & collaboration
Further characteristics
3 This is basic psychology/
design/education,
nothing game-specific
4There are multiple
rationales for gameful
assessment
• Informational
• Motivational (rational choice,
behaviourist, need-based)
• Educational
Rationales for gameful assessment
5 This may reinforce not
break the instrumental
framing of grading
sebastian@codingconduct.cc
@dingstweets
codingconduct.cc
Thank you.

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Mapping the Design Space of Assessment in Gameful Classrooms

  • 1. mapping the design space of assessment in gameful classrooms sebastian deterding Games Learning Society 9.0 June 12, 2013 c b
  • 2. 1 Assessment is only one part of a gameful design
  • 3. • Modelling the learning domain (skill trees, unlocks, etc.) • Co-structuring the learning space (for scaffolded, self-directed learning) • Transporting the narrative (via naming, visual design, structure) • Reframing situation as »gaming« Assessment as systemic part
  • 4. 2It is mainly accumulative grading & feedback so far
  • 5. • Start at 0 points/grade F • Amount & quality of tasks > points, point amounts = levels/grades • (Each level/grade change requires progressively more points) • (Learners can choose between many tasks, redo tasks) accumulative grading
  • 6. • Sense of progress and current state • Match of skill & challenge • Declining grading = loss framing • Averaging grading = continued punishment for early failure • Evaluative grading of every activity = performance, not mastery/effort framing Why accumulative grading?
  • 7. • Timely & frequent • Juicy & varied • Non-controlling • Informative • current action & improvement • current state & future paths feedback
  • 8. • Goal-setting (via levels, badges, ...) • Self-directed learning > autonomy • Purely formative assessment • Full transparency • Competition & collaboration Further characteristics
  • 9. 3 This is basic psychology/ design/education, nothing game-specific
  • 10. 4There are multiple rationales for gameful assessment
  • 11. • Informational • Motivational (rational choice, behaviourist, need-based) • Educational Rationales for gameful assessment
  • 12. 5 This may reinforce not break the instrumental framing of grading