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Clashroom: A Game to Enhance the Classroom Experience (Abstract Only)

Published: 17 February 2016 Publication History

Abstract

Clashroom is a web-based fantasy game that was created to enhance the motivation and learning of a traditional classroom. It was created to address several drawbacks of other educational games by being broadly applicable to any course, requiring no class time, and allowing for optional rather than mandatory game play. Each player in the game is a dragon trainer, hoping to train a champion pet dragon. To gain skills and magical items for the dragon to use, players complete educational quests set up by the teacher. Players compete in weekly tournaments, where the quest rewards are vital to success. Because the gameplay and the learning material are decoupled, the game can be used for any subject at any level. After initial testing, students report that the game is fun and that the intrinsic rewards of a fun game are motivation enough for extra learning.

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  1. Clashroom: A Game to Enhance the Classroom Experience (Abstract Only)

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      cover image ACM Conferences
      SIGCSE '16: Proceedings of the 47th ACM Technical Symposium on Computing Science Education
      February 2016
      768 pages
      ISBN:9781450336857
      DOI:10.1145/2839509
      Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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      New York, NY, United States

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      Published: 17 February 2016

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      Author Tags

      1. education
      2. educational games
      3. game-based learning
      4. gamification

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      SIGCSE '16 Paper Acceptance Rate 105 of 297 submissions, 35%;
      Overall Acceptance Rate 1,787 of 5,146 submissions, 35%

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