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ClassCraft is explored as a tool for formative assessment to increase student self-motivation. Gamification of learning is implemented as a motivating factor to improve student learning. Data on student performance will be collected and analyzed to demonstrate the effectiveness of ClassCraft as a formative evaluation tool. Basic Psychological Needs Theory provides the framework for the research, with underperforming students being the audience of the study.
Contributor: Jacob M Morella, Kent State University
Contributor: Enrico Gandolfi, Kent State University