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Gamification of Formative Feedback in Language Arts and Mathematics Classrooms: Application of the Learning Error and Formative Feedback (LEAFF) Model

Gamification of Formative Feedback in Language Arts and Mathematics Classrooms: Application of the Learning Error and Formative Feedback (LEAFF) Model
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Author(s): Man-Wai Chu (University of Calgary, Calgary, Canada)and Teresa Anne Fowler (University of Calgary, Calgary, Canada)
Copyright: 2022
Pages: 20
Source title: Research Anthology on Developments in Gamification and Game-Based Learning
Source Author(s)/Editor(s): Information Resources Management Association (USA)
DOI: 10.4018/978-1-6684-3710-0.ch078

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Abstract

The use of computer games in education has been increasing in popularity during the past decade. Game-based learning environments are designed to teach specific knowledge content and skill-based learning outcomes using game elements. One main reason for using game-based learning environments is to increase student motivation and engagement while teaching learning outcomes. Many of the game-based learning environments are designed so that students will reach maximum flow, which is defined as students being so completely immersed in that game that they do not notice that they are learning. These learning environments have been shown to improve many behaviour and cognitive learning outcomes. While game-based learning has many benefits, some educational researchers have indicated that it is often very costly to develop a complex game-based assessment to teach a few learning outcomes. Hence, in some cases it is more beneficial to approach the use of computer games in education using gamification.

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