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Application Programming Interface for the Cloud-Based Management of Gamified eGuides
Open AccessArticle

Gamified Evaluation in STEAM for Higher Education: A Case Study

by Pavel Boytchev 1,*,†,‡ and Svetla Boytcheva 2,‡
Faculty of Mathematics and Informatics, Sofia University, 1164 Sofia, Bulgaria
Institute of Information and Communication Technologies, Bulgarian Academy of Sciences, 1113 Sofia, Bulgaria
Author to whom correspondence should be addressed.
Current address: FMI-KIT, 5, James Bourchier blvd, 1164 Sofia, Bulgaria.
These authors contributed equally to this work.
Information 2020, 11(6), 316;
Received: 30 April 2020 / Revised: 30 May 2020 / Accepted: 7 June 2020 / Published: 11 June 2020
(This article belongs to the Special Issue Cloud Gamification 2019)
The process of converting non-game educational content and processes into game-like educational content and processes is called gamification. This article describes a gamified evaluation software for university students in Science, Technology, Engineering, the Arts and Mathematics (STEAM) courses, based on competence profiles of students and problems. The traditional learning management systems and learning tools cannot handle gamification to its full potential because of the unique requirements of gamified environments. We designed a novel gamification evaluation and assessment methodology implemented in a STEAM course through specially designed software. The results from end-user tests show a positive expectation of students’ performance and motivation. The preliminary results of over 100 students in the Fundamentals of Computer Graphics course are presented and the results of quantitative analysis are discussed. In addition we present an analysis of students’ surveys, where students expressed in free text form observations about the software. View Full-Text
Keywords: gamification in education; STEAM education; educational software; student evaluation gamification in education; STEAM education; educational software; student evaluation
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Boytchev, P.; Boytcheva, S. Gamified Evaluation in STEAM for Higher Education: A Case Study. Information 2020, 11, 316.

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