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@article{164607,
author = {Shashikant Chaubey and Shaurya Tyagi and Dr. Shweta Chaku},
title = {Gamified Assessment Practice Platform},
journal = {International Journal of Innovative Research in Technology},
year = {},
volume = {10},
number = {12},
pages = {1507-1512},
issn = {2349-6002},
url = {https://ijirt.org/article?manuscript=164607},
abstract = {The gamification of education can enhance levels of students’ engagement similar to what games can do, to improve their particular skills and optimize their learning. On the other hand, scientific studies have shown adverse outcomes based on the user’s preferences. The link among the user’s characteristics, executed actions, and the game elements is still an open question. Aiming to find some insights for this issue, we have investigated the effects of gamification on students’ learning, behavior, and engagement based on their personality traits in a web-based programming learning environment. We have conducted an experiment This project introduces a novel solution to address the growing need for effective and engaging ways for students to practice questions related to gamified assessments. Traditional assessment methods often lack the interactive and dynamic elements that can capture students' attention and foster a deeper understanding of the subject matter. Our proposed platform combines the principles of gamification with educational assessment, creating an immersive and enjoyable environment for students to practice and reinforce their knowledge. Gamification assessment enhance students' engagement, motivation, and knowledge retention by transforming the often-mundane process of assessment preparation into an enjoyable and rewarding experience. By combining the excitement of gaming with the rigor of educational assessment.},
keywords = {Gamification, Assessment, Learning Analytics, Game-based Learning, Educational Games, Digital Learning, Engagement, Motivation, Feedback, Student Performance, Technology enhanc- ed Assessment, Serious Games, Learning Outcomes, Student-centered Learning, Adaptive Learning, Gamified Learning Environments, Psychometrics in Gamified Assessment},
month = {},
}
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