Iterate and innovate on gameful assessment design in response to mixed engagement evidence¶
Strategy · All strategies
Evidence · no claims cited
Description¶
The article concludes that gameful assessment design should continue to be iterated and improved. Given higher student satisfaction but "conflicting attitudes from teachers", the authors "discuss[] opportunities for continued iteration and innovation in gameful assessment design". This positions design refinement, rather than wholesale adoption, as the practical next step for assessment developers.
Design Implications¶
Context¶
Requirements¶
- Design teams must attend to both student engagement evidence and teacher perceptions
Constraints¶
- Teacher concerns about intrinsic motivation and desire to learn remain unresolved in the current prototypes
Target Learners¶
- Grades 3–7 students
Target Learning Goals¶
- Student engagement and motivation during assessment
Related Strategies¶
Examples¶
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Key Sources¶
- Meg Guerreiro, Chase Nordengren. (2018). “No fun games”: Engagement effects of two gameful assessment prototypes. Journal of Research on Technology in Education, 50(2), 134-148. https://www.nwea.org/research/publication/no-fun-games-engagement-effects-of-two-gameful-assessment-prototypes/
Page metadata
| Field | Value |
|---|---|
type |
strategy |
id |
iterate-gameful-assessment-design |
title |
Iterate and innovate on gameful assessment design in response to mixed engagement evidence |
description |
The article concludes that gameful assessment design should continue to be iterated and improved. |
status |
review |
generated |
by process:wiki-ingest on 2026-10-08 |
trust |
unverified — no one has confirmed this page's content |
sources |
1 — meg-guerreiro-2018 |
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