Gradecraft as the middle space between learning and analytics. Helps to manage game full learning, explore student subgroup behaviour, provides traditionally concealed info and student performance data (also relative to peers).
We know that students enjoy games but they need to have some authenticity to be meaningful in student learning. Three aims
- help student autonomy,
- enhances feelings of relatedness and
- enhance feelings of confidence
Captures what type of assessment activities students engage with, how much they like them and how well they can assess how they are doing. Students are keen to have a leader board, but developers feel that this can be demotivating and have avoided it for now. Keen for students to understand how they are doing compared to how the instructor intended them to be learning.
Tutors can use the information to track what students are planning to do and what grades students are predicting for themselves. Tutors can then highlight aspects that they are concerned about, eg students deviating from their own stated plans.