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Gamified Assessment Supported by a Dynamic 3D Collaborative Game

Gamified Assessment Supported by a Dynamic 3D Collaborative Game

Apostolos Mavridis, Thrasyvoulos Tsiatsos, Michalis Chatzakis, Konstantinos Kitsikoudis, Efthymios Lazarou
Copyright: © 2015 |Volume: 5 |Issue: 2 |Pages: 16
ISSN: 2155-6849|EISSN: 2155-6857|EISBN13: 9781466679429|DOI: 10.4018/ijgbl.2015040103
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MLA

Mavridis, Apostolos, et al. "Gamified Assessment Supported by a Dynamic 3D Collaborative Game." IJGBL vol.5, no.2 2015: pp.39-54. http://doi.org/10.4018/ijgbl.2015040103

APA

Mavridis, A., Tsiatsos, T., Chatzakis, M., Kitsikoudis, K., & Lazarou, E. (2015). Gamified Assessment Supported by a Dynamic 3D Collaborative Game. International Journal of Game-Based Learning (IJGBL), 5(2), 39-54. http://doi.org/10.4018/ijgbl.2015040103

Chicago

Mavridis, Apostolos, et al. "Gamified Assessment Supported by a Dynamic 3D Collaborative Game," International Journal of Game-Based Learning (IJGBL) 5, no.2: 39-54. http://doi.org/10.4018/ijgbl.2015040103

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Abstract

This study examined whether a 3D collaborative gave can be used as a midterm examination method and investigated the impact of this game on students' attitude towards collaboration. A total of 89 students and one coordinating professor participated in this study. The intervention lasted five weeks and took place in a computer science department. The game that was used as a treatment was dynamic and therefore the educator was able to customize its content for the examinations using an administration panel. A mixed method of quantitative and qualitative data collection was used. The results indicated that there was a statistically significant correlation between the performance of the students on the game and their performance on the final paper-based examination. However, there was no statistically significant difference between the attitude of the students towards collaboration before and after the use of the game.

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