![]() ![]() (eds.) Serious Games and Edutainment Applications, pp. #Tembo steam how toVan Roy, R., Zaman, B.: Why gamification fails in education and how to make it successful: introducing nine gamification heuristics based on self-determination theory. In: 2018 41st International Convention on Information and Communication Technology, Electronics and Microelectronics (MIPRO), pp. Raziūnaitė, P., Miliūnaitė, A., Maskeliūnas, R., Damaševičius, R., Sidekerskienė, T., Narkevičienė, B.: Designing an educational music game for digital game based learning: a Lithuanian case study. Połap, D., Woźniak, M.: The impact of the cost function on the operation of the intelligent agent in 2D games. In: Proceedings of the South African Institute for Computer Scientists and Information Technologists Conference, pp. O’Donovan, S., Gain, J., Marais, P.: A case study in the gamification of a university-level games development course. In: Proceedings of 12th International Technology, Education and Development Conference, pp. Lekova, M., Boytchev, P.: Virtual learning environment for computer graphics university course. Kim, S., Song, K., Lockee, B., Burton, J.: Gamification cases in education. In: Proceedings of the 45th ACM Technical Symposium on Computer Science Education, pp. Iosup, A., Epema, D.: An experience report on using gamification in technical higher education. Ibáñez, M.B., Di-Serio, A., Delgado-Kloos, C.: Gamification for engaging computer science students in learning activities: a case study. Hamari, J., Eranti, V.: Framework for designing and evaluating game achievements. 18(3), 75–88 (2015)įreeman, S., et al.: Active learning increases student performance in science, engineering, and mathematics. ![]() Chapman and Hall/CRC, Boca Raton (2017)ĭicheva, D., Dichev, C., Agre, G., Angelova, G.: Gamification in education: a systematic mapping study. Joint Research Centre (Seville site) (2017)Ĭhambers, J.M.: Graphical Methods for Data Analysis. 020035 (2018)Ĭarretero, S., Vuorikari, R., Punie, Y., et al.: DigComp 2.1: the digital competence framework for citizens with eight proficiency levels and examples of use. 6(2), 13–26 (2010)īoytchev, P., Boytcheva, S.: Evaluation and assessment in TEL courses. īoytchev, P.: Technology enhanced technology enhanced learning. 39, 83–90 (2014)īlazauskas, T., Maskeliunas, R., Bartkute, R., Kersiene, V., Jurkeviciute, I., Dubosas, M.: Virtual reality in education: new ways to learn. IEEE (2017)Īšeriškis, D., Damaševičius, R.: Gamification patterns for gamification applications. #Tembo steam softwareIn: 2017 IEEE 30th Conference on Software Engineering Education and Training (CSEE&T), pp. The most popular metrics for calculating grades fail on streamed scores, so we proposed a new aggregation method temporal average, which is easy to calculate, supports streaming scores and captures temporal tendencies of competence developmentĭe Almeida Souza, M.R., Constantino, K.F., Veado, L.F., Figueiredo, E.M.L.: Gamification in software engineering education: an empirical study. To facilitate adequate evaluation the system builds and manages competence profiles of students’, based on continuous stream of vectored scores generated during the gameplay. The proposed system extends an existing gamified learning environment and includes the evaluation as integral component of the gaming. ![]() The characteristics of such gamification pose unique requirements for the learning tools, which cannot be handled by general learning management systems. This paper describes issues regarding gamification of students’ evaluation in STEAM. ![]() The process of converting non-game educational content and processes into game-like educational content and processes is called gamification. ![]()
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