Gamification of student peer review in education: A systematic literature review

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dc.contributor.author Indriasari, Theresia Devi
dc.contributor.author Luxton-Reilly, Andrew
dc.contributor.author Denny, Paul
dc.date.accessioned 2022-07-26T03:36:59Z
dc.date.available 2022-07-26T03:36:59Z
dc.date.issued 2020-05-22
dc.identifier.citation (2020). Education and Information Technologies, 25(6), 5205-5234.
dc.identifier.issn 1360-2357
dc.identifier.uri https://hdl.handle.net/2292/60547
dc.description.abstract We present the first systematic review of the use of gamification in educational peer review activities. The goal of this work is to understand how gamification has been used to engage students in peer review activities and to summarize the empirical evidence for its effectiveness. Our main contribution is the presentation of a general model of the peer review process that captures the students’ activities and an examination of the specific actions within this model that have been gamified in the current literature. We also summarize the commonly used game mechanics and the context and year level of courses in which prior research has been conducted, along with the reported effects on student behavior. We find that artifact assessment and artifact creation are the two most commonly gamified actions with respect to our peer review model and that the quantity and quality of both the artifacts and the generated feedback are the most popular reward criteria. In addition, Science, Technology, Engineering and Mathematics (STEM) are the discipline areas in which gamified peer review activities are most often reported. In general, while the existing peer review literature reports mostly positive effects of gamification on student engagement, the range of student actions which have been incentivized remains narrow. Key activities, such as student reflection on the feedback received, have been largely unexplored with respect to gamification and thus present useful avenues for future work.
dc.language en
dc.publisher Springer Nature
dc.relation.ispartofseries Education and Information Technologies
dc.rights Items in ResearchSpace are protected by copyright, with all rights reserved, unless otherwise indicated. Previously published items are made available in accordance with the copyright policy of the publisher.
dc.rights.uri https://researchspace.auckland.ac.nz/docs/uoa-docs/rights.htm
dc.subject 4 Quality Education
dc.subject Social Sciences
dc.subject Education & Educational Research
dc.subject Gamification
dc.subject Education
dc.subject Peer review
dc.subject Peer assessment
dc.subject Systematic literature review
dc.subject Systematic review
dc.subject TIME-MANAGEMENT
dc.subject GAME MECHANICS
dc.subject ENGAGEMENT
dc.subject MOTIVATION
dc.subject PERFORMANCE
dc.subject FEEDBACK
dc.subject SUPPORT
dc.subject QUALITY
dc.subject BADGES
dc.subject MODEL
dc.subject 08 Information and Computing Sciences
dc.subject 13 Education
dc.title Gamification of student peer review in education: A systematic literature review
dc.type Journal Article
dc.identifier.doi 10.1007/s10639-020-10228-x
pubs.issue 6
pubs.begin-page 5205
pubs.volume 25
dc.date.updated 2022-06-22T21:42:27Z
dc.rights.holder Copyright: The author en
pubs.author-url http://gateway.webofknowledge.com/gateway/Gateway.cgi?GWVersion=2&SrcApp=PARTNER_APP&SrcAuth=LinksAMR&KeyUT=WOS:000534851200003&DestLinkType=FullRecord&DestApp=ALL_WOS&UsrCustomerID=6e41486220adb198d0efde5a3b153e7d
pubs.end-page 5234
pubs.publication-status Published
dc.rights.accessrights http://purl.org/eprint/accessRights/RestrictedAccess en
pubs.subtype Review
pubs.subtype Journal
pubs.elements-id 803083
pubs.org-id Science
pubs.org-id School of Computer Science
dc.identifier.eissn 1573-7608
pubs.record-created-at-source-date 2022-06-23
pubs.online-publication-date 2020-11


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