Cited by 16Educational Games and GamificationOnline Learning and AnalyticsOnline and Blended Learning

Planning for success: how students use a grade prediction tool to win their classes

Holman, Caitlin, Aguilar, Stephen J., Levick, Adam, Stern, Jeff, Plummer, Benjamin, Fishman, Barry·2015·Proceedings of the Fifth International Conference on Learning Analytics And Knowledge

Abstract

Gameful course designs require a significant shift in approach for both students and instructors. Transforming a standard course into a good game involves fundamentally altering how the course functions, most notably by giving students greater control over their work. We have developed an application, GradeCraft, to support this shift in pedagogy. A key feature of the application is the Grade Predictor, where students can explore coursework options and plan pathways to success. We observed students in two gameful courses with differing designs using the Grade Predictor in similar ways: they spent similar amounts of time per session, increased usage when assignments were due and before making significant course decisions, predicted different types of assignments at different rates, and made more predictions in preparation for the end of semester. This study describes how students plan their coursework using the GradeCraft Grade Predictor tool.

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Crossref · 10.1145/2723576.2723632

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12 of 12 references verified0 citation errors · 0 not checkable

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  • Gamification experiments targeting activities related to disciplines from humanity and social sciences are extremely limited, with only one example.

    “In sharp contrast, gamification experiments targeting activities related to disciplines from humanity and social sciences are extremely limited, with only one example (Holman et al., 2015) touching this subject.”

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Authors
Holman, C., Aguilar, S. J., Levick, A., Stern, J., Plummer, B., & Fishman, B.
Affiliations
University of Michigan (US)
Venue
Proceedings of the Fifth International Conference on Learning Analytics And Knowledge
Publisher
ACM
Published
2015-03-16
Pages
260-264
OpenAlex
W2157847739
Cited by
16
References
12
Citations by year
2025: 1 · 2024: 1 · 2022: 2 · 2021: 2 · 2020: 1 · 2018: 4 · 2017: 2 · 2016: 1 · 2015: 2
FWCI
8.83
Type
conference paper
Language
en
Open access
closed
Locations
International Conference on Learning Analytics and Knowledge (LAK) (publishedVersion)
Topics
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Physical Sciences › Computer Science › Computer Science Applications › Online Learning and Analytics
  • Social Sciences › Education › Online and Blended Learning
Keywords
gamified learning, game-based learning, student agency, course design, student engagement

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