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A Pilot Study of a Digital Skill Tree in Gameful Education
Gustavo F. Tondello
HCI Games Group, Games Institute and School
of Computer Science,
University of Waterloo, ON, Canada
gustavo@tondello.com
Lennart E. Nacke
HCI Games Group, Games Institute and Stratford
School of Interaction Design and Business,
University of Waterloo, ON, Canada
lennart.nacke@acm.org
ABSTRACT
Gameful digital applications have been adopted in higher ed-
ucation to help increase student engagement and improve
learning. However, many studies have only evaluated educa-
tional applications that combine some common game design
elements—such as points, leaderboards, or levels. Conse-
quently, we still lack studies exploring different ways of de-
signing gameful learning experiences. Therefore, we introduce
the design and implementation of a digital system employing a
skill tree to mediate instructor feedback and assignment grad-
ing in a university course, Additionally, we present the results
of a pilot evaluation with 16 students in which we summa-
rized the positive and negative aspects of the experience to
derive lessons learned for the use of digital skill trees in similar
contexts. Finally, we suggest topics for further investigation.
Author Keywords
Gamification; Education; Skill Tree.
INTRODUCTION
Gamification is being adopted in education to improve learn-
ing and increase students’ motivation and engagement. This
tendency has been identified in systematic reviews focusing
specifically on gamification for education [3, 9, 15] and gami-
fication in general [16, 26]. Gamification is the use of game
design elements in non-game contexts [8] or the use of af-
fordances for gameful experiences to support users’ value
creation [12]. In education, elements of games can be used
to make the content more interesting, to motivate students to
complete more learning tasks, or to modify the way students
are assessed and graded. Nonetheless, the majority of stud-
ies focus on a small subset of gamification elements, such as
points, badges, leaderboards, levels, and avatars [9]. There-
fore, we still lack studies exploring different ways of applying
gamification elements to the learning experience.
At the same time, education scholars have been proposing
new ways to improve students’ motivation and performance in
higher education, for example, by empowering them as self-
regulated learners [23, 24]. Self-regulated students are able to
Copyright © 2019 is held by the authors. Use permitted under a Creative Commons
Attribution 4.0 International License (CC BY 4.0).
GamiLearn ’19, October 22, 2019, Barcelona, Spain.
regulate aspects of their thinking, motivation, and behaviour
during learning, such as the setting of learning goals, the strate-
gies to achieve these goals, the management of resources, the
amount of effort exerted to study, and the reaction to external
feedback. Two related mechanisms that can be used to foster
self-regulation are open learner models (OLM) [4, 5, 6, 19]
and self-assessment [22, 25, 27]. In intelligent tutoring sys-
tems, the learner model is the data about the student’s current
competence in the skills being taught [6]. When these models
are opened to the students, they can better understand and
self-regulate their learning journey. In turn, independent open
learner models (IOLM) are similar representations, which are
not connected to a specific tutoring system [5]. On the other
hand, self-assessment refers to the student’s judgement or rat-
ing of their own work [25, 27]. When the two concepts are
combined, the IOLM supports self-assessment [19, 22] and
represents a common tool that learners and instructors can
use to discuss and plan the student’s learning journey. Self-
assessment and self-regulation have been shown to improve
the learning outcomes [23, 25, 27].
In this work, we introduce a novel use of a digital skill tree as
a gameful implementation of an independent learner model to
support self-assessment and instructor assessment of student’s
work in a university-level computer science course. Skill
trees are representations of progressive learning paths [29].
They have been used to organize lecture content (e.g., [1, 11,
18]), to provide structure and motivate students to complete
additional learning tasks (e.g., [2, 10]), or as a visualization
option for open learner models (e.g., [5, 7, 14, 20]). Uniquely,
we describe a digital implementation of a skill tree to structure
and mediate student self-evaluation and instructor assessment
of the programming assignments completed by the students
over the course of a four-month term. Additionally, we present
a pilot evaluation of this design idea through a descriptive
study with 16 students to understand their experiences with
the skill tree. To conclude, we then summarize the positive and
negative aspects of the students’ experience with the gameful
aspects of the course and derive general lessons learned.
Therefore, our work contributes to gamification and education
by proposing a new way of implementing independent open
learner models, self-assessment, and instructor assessment of
students’ work with a gameful approach using digital skill
trees. This design concept can be further combined in future
work with additional gameful design elements, such as badges
or unlockable content, to provide a comprehensive gameful
solution for higher education classrooms.
RELATED WORKS
Gamification Applied to Education
Studies of gamification in education comprise a considerable
portion of the existing gamification literature [16, 26]. Gam-
ification has been used in educational contexts with positive
or mixed results to support a learning activity, improve an
existing tutorial system, encourage participation, increase stu-
dent motivation and engagement, and encourage students to
do homework [26].
According to Kapp [13], gamification can be applied to ed-
ucation in two distinct ways. In structural gamification, the
content is not altered and does not become game-like, but the
structure around the content does. An example is using points,
badges, and levels to track student progress. In content gam-
ification on the other hand, the content itself is altered using
game elements. An example is adding gameful story elements
to modify the way the content is presented to learners. It is
also important to note that the gamification of education is
different from a serious game. A serious game is a full-fledged
game with an instructional purpose, whereas gamification con-
sists of inserting elements of games without turning the whole
instruction into a full game [3, 9, 17].
Landers [17] proposed a theory of gamified learning, which
indicates that gamification can affect learning via moderation
when the instructor makes pre-existing content better in some
way. An example is incorporating a gameful narrative into
an existing learning plan. On the other hand, gamification
affects learning via mediation when the instructor encourages
a behaviour or attitude that itself should improve learning
outcomes. An example is using gamification to increase the
amount of time that students spend with the course material,
which should cause greater learning.
Digital Skill Trees Applied to Education
Skill trees are used in games and gameful applications as a
representation of progression [28, 29]. They have been used in
gameful education with two different purposes: as a means to
organize lecture content or to provide structure and motivate
students to complete additional learning tasks. For example,
Lee and Doh [18] suggest a design for a digital e-learning
system that uses a skill tree to inform the user about what lec-
tures they have already completed and what are the subsequent
learning goals to pursue. Similarly, Anderson et al. [1], Turner
et al. [30], and Hee et al. [11] describe gameful platforms
for data science education that use skill trees to organize the
lessons into a logical progression. Following the approach of
using skill trees to organize task completion, Fuß et al. [10] de-
scribe a gameful system that groups related tasks with similar
topics into lessons, then combines lessons into skills, which
are then organized as a skill tree. Likewise, Barata et al. [2]
used a skill tree to organize thematic tasks, which would earn
students experience points (XP) upon completion. Regarding
the use of skill (or competence) trees as open learner models,
a few works [5, 7, 14, 20] describe hierarchical displays or
pre-requisites views, which resemble skill trees.
Our approach differs from these prior works because we do not
use the skill tree to organize lecture content, to motivate stu-
dents to complete additional tasks, or to display a hierarchical
structure of the learning topics. Instead, we use it to struc-
ture assessment and feedback regarding the skills needed to
complete the programming assignments in a university course.
Self-Assessment and Open Learner Models
Research has shown that self-assessment improves student
learning [25] and “is considered one of the most important
skills that students require for effective learning and for future
professional development and life-long learning” [27].
There are many ways to implement self-assessment of student
practical work. The approach that we propose shares some
similarities with the combined use of self-assessment and open
learner models. For example, Long and Aleven [19] allowed
student to self-assess their skills before displaying the tutoring
system’s OLM. Mitrovic and Martin [22] allowed students to
inspect their OLM so they could self-assess their progress and
choose the next tasks to solve. Another approach is that of
persuadable OLMs [4, 21]. In this case, if the student does
not agree with the assessment provided by the OLM, they can
request a modification.
Our approach is similar to these prior works in the sense
that it allows students to modify their self-assessed grades in
the learner model (represented by the skill tree in our work).
However, while previous works focused on letting students
negotiate the values provided by intelligent tutoring systems
or other classroom assessments, our work is focused on let-
ting students self-assess their programming assignments on a
computer science course.
SKILL TREE DESIGN AND IMPLEMENTATION
We implemented our gameful design in a third-year User Inter-
faces course of the Computer Science undergraduate program
at the University of Waterloo during the Spring 2017 term
(May–August 2017). Students spent the majority of the course
learning how to implement user interfaces, with some course
time dedicated to issues of design and usability. They were
tasked with completing two major programming assignments
and one small programming exercise:
A1:
Implementing an interactive side scrolling game with a
level editor in Java. This was the largest assignment, which
consisted of three parts to be delivered on separate dates:
(1) user interface design wireframes; (2) basic user interface
and gameplay; and (3) level editor.
A2:
Implementing a small animation with a timer in Java.
This assignment was introduced after A1, but students were
expected to work on it in parallel and complete it before
finishing A1.
A3:
Implementing a web client to retrieve information from
an open data API using jQuery and AJAX.
We introduced gamification into the course by using a skill tree
to mediate assignment assessment instead of plain numerical
grades as is the common practice at our university. The skill
tree was implemented as a small web application that was
used by students, teaching assistants, and the instructor. It
represented the skills that students were supposed to develop
while working on the three programming assignments.
Figure 1. Skill tree used in the course (partly filled example).
Figure 1 presents an example of a partly filled skill tree used in
the course. The precedence relationship between skills repre-
sented a suggested path for students to take while studying and
working on the assignments. The colours represented different
types of skills: grey for basic programming skills, green for
design skills, red for Java Swing skills, orange for Java draw-
ing skills, blue for the model-view-controller pattern, and aqua
for web programming skills. The numbers in the circles repre-
sented the student’s completed proficiency on each skill and
were updated separately by the student (self-evaluation) and by
the graders throughout the term. The first number represented
the student’s self-evaluated proficiency, whereas the second
number represented the grader’s evaluation of their work. For
example, a “3/2” meant that students evaluated themselves at
level 3 of proficiency, but the grader had evaluated them at
level 2 out of 4 levels. Proficiency levels ranged from
0
(the
student has not demonstrated any skill yet) to
4
(the student
has achieved the top skill level expected for the end of the
course). The numbers in the mail icons (top-right corner of
each skill box) showed how many new evaluations from the
graders were available for each skill and were updated as the
graders registered new assessments.
By clicking on each skill, students and graders had access
to a detailed information page. Students could update their
proficiency for each skill at any time, by providing their cur-
rent proficiency level and a free-text comment. They were
also allowed to resubmit previously submitted work at any
time. The goal of this practice was to allow students to focus
on learning new skills more than on having to do everything
perfectly the first time to receive good grades. Therefore, they
could do their best work the first time and submit it for evalu-
ation, then reflect on the feedback and fix their mistakes for
improved learning and grades. Likewise, graders could update
their evaluation of the students’ skills at any time by providing
a proficiency level and a free-text comment. Grading was
carried out by six graduate students appointed by the course
administrators as teaching assistants (TAs). The students’ final
assignments grade at the end of the course was calculated as
the percentage of the skill tree that they had completed in
the graders’ evaluations. There were 23 skills in total with
four levels each, thus adding up to 92 potential levels to be
completed. Together, the three assignments accounted for 40
per cent of their final grade in the course; the remaining 60 per
cent of the grade were distributed between two written exams.
Situating our gameful course design in the classifications pro-
posed by the literature, our approach is an example of struc-
tural gamification according to Kapp [13] because we did
not modify the content of the assignments with gamification,
we merely provided a structure around it to improve grad-
ing and feedback. Considering Landers’s theory of gamified
learning [17], our gameful skill tree is supposed to affect
learning via mediation because it was designed to encour-
age behaviours that could potentially improve learning: self-
evaluation and continuous improvement. Moreover, our skill
tree implemented the following design principles identified by
Dicheva et al. [9]: progress,feedback,accrual grading,visible
status, and freedom to fail. Finally, according to Taras’s classi-
fication of self-assessment models [27], our implementation
is an example of a standard model, in which learners use cri-
teria to judge and grade their work prior to submission, then
graders mark their work in the usual way while also providing
feedback regarding the students’ self-assessments.
PILOT EVALUATION
Participants
The course had 159 registered students split into two sections.
While all of them used the skill tree to submit and receive
feedback for their assignments, participation in the study was
voluntary and involved only a feedback survey. We sent an
invitation by e-mail on the week after all the assignments had
been submitted inviting all registered students to participate
in the study by filling out an online form. Because the first
author was the course instructor, the invitation was sent by a
third party who was not involved in the course or the research;
nevertheless, the invitation clearly stated the name of the re-
searchers responsible for the study. Furthermore, students
were assured that their participation would be anonymous and
that the researchers would only access their responses after
the course grades had been finalized. These measures were re-
quired by the ethical guidelines adopted by our institution and
were intended to assure students that neither their decision to
participate (or not), nor the answers they would provide, could
affect their grades in any way. Participants did not receive any
compensation. The study was reviewed and approved by the
University of Waterloo Office of Research Ethics.
In total, 16 students answered the online survey (14 men),
aged between 20 and 24 years old. The low response rate is
not unexpected because students did not receive any incentive
to participate and the invitation was sent only by e-mail from a
third party unknown to them, without any mention or incentive
for participation during presential lectures (as explained above,
to avoid students feeling that their decision to participate could
affect their grades).
Procedure
After following the link provided in the recruitment e-mail, par-
ticipants were asked to complete an online informed consent
form. The research was presented as a study to understand stu-
dents’ impressions of the gameful elements used in the course.
The course included one lecture about gamification; thus, we
can assume that the students were familiar with the term. In
addition to demographic information (gender and age), the
survey included the following questions:
Q1:
What was your general impression regarding the skill
tree system used in the course? (free-text)
Q2:
How would you rate your overall experience with the
skill tree system? (5-point Likert scale with a free-text
comment)
Q3:
How would you rate the experience of self-evaluating
your skills? (5-point Likert scale with a free-text comment)
Q4:
How would you rate the experience of receiving feedback
from the markers via the skill tree? (5-point Likert scale
with a free-text comment)
Q5:
In comparison with other courses which you have taken
at the University of Waterloo, which used a numeric grade
system for assignments, how would you rate your prefer-
ence? (5-point Likert scale only)
Q6:
How much of the skill tree have you completed? (selec-
tion list with options corresponding to 10% ranges)
Q7:
Would you like to make any additional comments or
suggestions regarding the skill tree? (free-text)
RESULTS
Table 1 shows how many participants answered with each
rating for the questions with Likert scales in the survey. Fur-
thermore, all participants reported having completed at least
70% of the skill tree in response to
Q6
: 70-79%: 2; 80-89%:
8; 90-99%: 2; 100%: 2; N/A: 2; but we had no means of
checking if their self-report was accurate because participation
was anonymous.
Experience Q2
(overall)
Q3
(self-evaluation)
Q4
(TA feedback)
Very positive 2 3 3
Positive 9 6 7
Neutral 2 4 5
Negative 2 2 1
Very negative 1 1 0
Preference Q5
(general preference)
Strongly prefer a skill tree 5
Slightly prefer a skill tree 7
Strongly prefer numerical grades 3
N/A 1
Table 1. Number of participant responses for each rating.
Additionally, we read participants’ responses to the free-text
questions to understand their general impressions and the rea-
son for their ratings. We summarize their answers in the
following subsections. Due to the small sample size, we were
able to include at least a partial quote from all meaningful re-
sponses (not all students provided a free-text follow-up to their
quantitative answers). When quoting participants’ free-text
responses, we use the letter “P” followed by the participant’s
order in the dataset (e.g., P1). Moreover, we classified the
free-text responses as positive, neutral, or negative, according
to the participant’s response to each question in the Likert
scale (because each free-text question was a follow-up to a
quantitative question, as described in the previous section).
General Impression of the Skill Tree
In answering
Q1
, 10 participants reported a positive impres-
sion, noting that the skill tree was “an innovative way to do
grading” (P1), “a very unique way to evaluate my own skills
and see what skills apply to which assignment” (P4), and a
“very useful, transparent marking” (P16). P5 said “I liked the
Skill Tree system a lot, since when I update my skills and write
how I have achieved a rating for a skill, I actually think what
I have done for that skill. It also helps me in thinking what
else I can do to make sure I learn as much as possible about
a skill. And of course, the feedback from TA’s also helped
a lot.” Similarly, P15 said “Good and unique. It helped me
clearly understand where my strengths and weaknesses were
regarding the course content.”
On the other hand, four participants reported a negative im-
pression. P6 said it was an “Interesting idea but seemed a
bit vague at times. There is a disconnect between assignment
requirements and the point evaluation system of the skill tree.
Felt like a separate element rather than something directly
connected to the assignments / progression in the course.” P11
did not like the fact that “requiring the student to go beyond in
order to receive 25% of the marks is a terrible system to mark
with,” because achieving level 4 of proficiency for many skills
required students to implement an enhancement that went be-
yond the minimal requirements. P12 felt that “it created more
work for myself,” and P14 felt that “the skill tree to me, was
confusing, and I think not needed.”
It is also noteworthy that P3 reported liking the skill tree, but
added that “sometimes the expectations between 3/4 were too
strict and trying for a 4 and almost getting it but not quite
would make you get a 3 and not a 4 or anything in between,”
meaning that sometimes students would try to get the full 4
marks for a particular skill, but the grader thought it was not
enough and only rated the student at level 3 for that skill.
Overall Experience with the Skill Tree
Participants who reported positive overall experiences when
answering
Q2
said that they “enjoyed seeing my progress and
being able to visualize by learning” (P1), that it “motivated
me to actively seek and meet the requirements” (P3), that it
was an “interesting and helpful visualization of what is being
learned” (P7), and that it was “good for enticing me to add
features” (P13).
Contrarily, P14 had a negative experience and noted that: “I
had a difficult time understanding the connection between
what we were asked to do and how it was going to be marked –
the communication of that information was unclear to me. As
well, it reminded me of mobile games where they have deals
like ‘1530 coins for $4.22’, where it is difficult to understand
the impact of real life money on in-game currency. The fea-
tures we were asked to implement did not get us marks, but the
‘skills’ that were expressed were marked, not to mention hav-
ing a denominator of 23 skills, and 23*4 marks in total made
it hard to gauge progress while working on the assignment.”
Even with a positive experience, P1 argued that “sometimes
the assignment requirements and the skill tree don’t match
up.” Likewise, P13 had a positive experience, but said that
“skills did not always match up to requirements in the assign-
ment.” P10 reported a neutral experience and said that “there
was sort of a disconnect between the assignment expectations
and the skill tree itself (some features in the assignment were
not actually graded on the skill tree).” Furthermore, P6 said
that the skill tree was a “Neat idea, fun to see how the skills
connect. I regret not working on the assignments continuously
and thus receiving feedback continuously. Instead I just did
everything at once and submitted it.” P7 had a positive experi-
ence, but thought that the “course was too structured around
it.” Finally, P10 suggested that “having individual trees for
each assignment would be clearer.”
Experience of Self-Evaluation
Participants who reported a positive self-evaluation experience
when answering
Q3
stated that it “motivated me to check my
work that I met the requirements” (P3) and that “there were
clear explanations for what was expected, which helped gain
an understanding of what the mark would look like” (P10).
P1 mentioned that “I felt conflicted about this at first, what
if I was too generous or too harsh on my own grades but the
clear requirements for each level made this easier.” Also, P6
explained that “I just looked at the outline for the points (i.e.,
0 - did nothing, 1 - submitted something, 2 - implemented it
incorrectly, 3 - implemented it correctly once, 4 - implemented
it correctly twice) and submitted the appropriate evaluation.”
On the other hand, participants who reported a neutral experi-
ence said that “Self-evaluating made it more obvious what I
needed to do for each skill. However, since there were require-
ments listed on every page, it felt unnecessary at times,” (P13)
and that “It would have been easier to simply check off boxes
for features that we did or did not implement” (P14). To the
contrary, P11 reported a negative experience and asked “Why
is it my responsibility to do my assignments, and mark them?
I have no incentive to give myself anything but the highest
mark.” Additionally, P7 stated “Don’t make 4/4 = going over
and above. If you do the bare minimum you should still get
100%, if you do extra it should give you extra.”
Experience of Receiving Feedback
Participants who reported positive experiences in response to
Q4
said that it was “nice to know exactly what I needed to
work on” (P3), “The TA responsible for giving me feedback
was very good, gave good advice on how to improve my skill
as well as why I deserve a particular rating. That really helped
in my improvements” (P5), and “comments were always de-
tailed enough to act on” (P13). On the other hand, P4 stated
that the experience was “Generally positive but had some is-
sues. I would meet the mastery requirements for some skills
[...] but the TAs would find an issue [...] and not give me full
marks for the ones I have fully implemented...”
For the neutral experiences, participants said that “In my case,
I never received very meaningful feedback, it was usually of
a binary nature, a checkmark of sorts (‘yes you submitted
this and it’s working and looks good’)” (P6), “I would rather
they just mark my assignments normally” (P11), and “there
was very little incentive to finish assignments early” (P14).
Contrarily, P9 seemed to have a negative experience due to an
issue with the time that it took to receive feedback from the
TA: “It also took them 2 weeks to give me feedback”.
Additional Comments
In response to
Q7
, some participants made general suggestions
for the improvement of the skill tree:
“As mentioned previously a more clear assignment to skill tree
skill would be appreciated (e.g., setting menu in A1 is not
covered in the skill tree).” (P1)
“Give room for some almost marks between two levels (i.e. 3
and 4) and have some bonus marks the instructor can give for
efforts that don’t exactly reflect on the skill tree.” (P3)
“Skill tree system needs to somehow be worked in with the
traditional grading system. Perhaps more gameful elements
would make it more interesting / useful. Maybe something like,
‘receive X/Y points on these skills to unlock advanced starter
code for assignment Z.’ Perhaps I would have been more
motivated to finish my first assignment at an earlier time if I
had some motivation. [...] I would have definitely appreciated
if I could unlock a better starter code for the assignment.” (P6)
DISCUSSION
In the previous section, we presented the results of an eval-
uation of the students’ experience with the skill tree system
implemented in a university-level course on user interfaces, in
which the skill tree was used to provide feedback and replace
numerical grades for the programming assignments. In this
section, we summarize and discuss the findings from this study
and the lessons learned.
Overall Experience
The results suggest that most students had an overall positive
experience with the skill tree: 11 participants (69%) reported
an overall positive experience, 9 participants (56%) reported
a positive experience with self-evaluating their skills in the
assignments, and 10 participants (62%) reported a positive
experience with receiving feedback from the TAs through the
skill tree. Additionally, 12 participants (75%) said they would
prefer a skill tree grading system in their next course instead of
a numerical grading system. These findings suggest that using
a skill tree system might be a good idea. However, instructors
should take additional precautions to mitigate the negative
experience of the students who might not enjoy the skill tree
or offer them alternative means of assessment.
Strengths and Weaknesses
By examining participants’ qualitative responses, we can iden-
tify the strengths and weaknesses of the skill tree design we
employed in this study. The following aspects worked well:
•
Students enjoyed that the skill tree was an “innovative” and
“transparent” way of grading assignments.
•
Students could better understand how they were learning
skills that they could use to implementing each assignment.
•
The skill tree helped students grasp their progress and work
to meet all the requirements for a full grade.
•
Students could understand if their work met the require-
ments and could have a good idea of what their grades
would be once they completed their self-evaluation.
•
The explanations given about how to self-evaluate each
skill seem to have worked well for most participants who
reported a positive experience.
•
When the TAs gave students clear and detailed explanations
about what they could do to improve their implementations,
students appreciated and acted on the feedback.
To the contrary, the following aspects did not work as intended:
•
There was a disconnection between the skills and the assign-
ment requirements. The instructor and TAs had a table in
which they established a relationship between programming
requirements and the skills they would provide; however,
this information was not disclosed to students. It would
have been better if the skill tree provided a clear informa-
tion about what programming requirements were associated
with each skill. The requirements can be presented as a
checklist within each skill.
•
There were no grades in between proficiency levels 3 and
4. Thus, students who tried to do extra work to obtain the
latest level, but failed for any reason, ended up not getting
anything for their effort. It would have been better if the
levels were more granular (for example, with 10 levels
instead of 4), so that students could be better rewarded.
•
Some students disliked that completing the minimum re-
quirements would grant them level 3 for most skills (a grade
of 75%), so they needed to implement enhancements of
their choice to get 100%. However, this was a common
practice for this course in prior terms, which was only made
more apparent by the skill tree. Instructors could take this
opportunity to help students understand that this gives them
some flexibility to implement what they want to get full
grades instead of giving them only fixed requirements.
•
Having 23 skills with four levels each resulted in a total
of 92 skills points. It would be better to have a number of
skills and levels that lead to a round number (like 100) so
that students can easily understand how much each point
earned in the skill tree will represent to their final grade.
•
Having just one large skill tree for the three assignments
made it hard for students to separate the skills related with
each assignment.
•
Some students misused the possibility of resubmitting their
projects, by delivering incomplete code initially and com-
pleting it later, whereas it was intended for students to use
the feedback to improve their initial work, thus leading to
improved learning. Thus, the freedom to resubmit improved
projects needs to be better discussed at the beginning and
safeguards must be used to avoid students abusing it.
•
Some students did not understand why they had to evalu-
ate their own work. This shows that the benefits of self-
evaluation must be better discussed at the beginning of the
term to help students understand why it is an important
learning activity and a valuable ability for them to develop.
•
The TAs gave feedback with different levels of detail, possi-
bly due to their different time commitments and availability.
Some students felt that the TAs’ comments were not detailed
or timely enough to help them. Thus, it is important to guar-
antee that feedback will be timely and that the amount and
style of feedback given by the graders will be consistent.
Lessons Learned
Considering the findings from this study, we learned the fol-
lowing lessons:
•
The tree must provide clear descriptions of each skill and
what students are expected to accomplish.
•
The tree must provide a clear mapping between assignment
requirements and skills.
•
The evaluation must use a sufficient grading granularity to
adequately reward students for their efforts. Also, there
must be a way of rewarding students for extra efforts that
were not covered by the skills.
•It is better to use a number of skills and grading levels that
allow students to clearly understand how much each skill
point will represent to their final grade.
•
It is better to clearly identify each different assignment on
the skill tree or use a different tree for each assignment.
•
Instructors should create ways to mitigate the negative expe-
rience or allow students who do not feel comfortable with
the skill tree to be graded using a traditional method.
In addition, some lessons learned from our experiment are
more related to the experience of self assessment rather than
the skill tree, and echo best practices already identified in
the education literature. However, we include them here for
completeness, and to make them easily available for educators
following the design concept proposed in this work.
•
At the beginning of the course, it is beneficial to discuss
the benefits of self-evaluation and of improving one’s work
from the instructor feedback for the students’ learning and
development of important life skills.
•
If resubmission of improved work is allowed, safeguards
should be employed to avoid misuse of this freedom and
prevent students from submitting incomplete initial work.
•
It is important to ensure that all graders will provide timely
feedback, which is detailed enough to help students im-
prove their work. Moreover, graders should be available to
respond to students’ questions as needed.
Limitations and Future Work
Despite the small sample size, the free-text responses pro-
vided a rich source of data that allowed us to interrogate, and
posit reasons for, the students’ positive or negative experi-
ences, congruent to our intentions for this study. Nevertheless,
although the majority of participants in the cohort reported
positive experiences, our sample might have been affected
by a self-selection bias because students who had a positive
experience might have been more inclined to participate in the
study. Furthermore, some of the concerns described by the
students represent factors that are not directly related to the
skill tree, such as the quality and timeliness of TA feedback.
Future studies should try to better control for these factors.
Moreover, the course used in this study was heavily based
on a set of large programming assignments, which could be
mapped to a skill tree. Future studies will need to investigate if
this approach can be generalized to different styles of courses
and courses in different disciplines.
Additionally, we evaluated the skill tree isolated in our course,
so we could gather students’ feedback about this element
specifically. However, future works could combine it with
other design elements, such as badges to reward the student’s
progress or unlockable content based on skill tree completion,
to design a comprehensive gameful learning experience.
CONCLUSION
In this paper, we presented a novel design and implementation
of a digital skill tree as a mediator of self-evaluation, feedback,
and grading of assignments in higher education. The results
showed that the experience was generally positive. Therefore,
the digital system we described can be used to mediate the
communication between graders and students in a gameful
way, particularly for larger classes, when communication in
person with all students is not viable. The lessons learned
that we presented can guide educators who are willing to
implement this design idea. They can also help researchers
devise new ways to combine the digital skill tree with addi-
tional gameful design elements for a more complete gameful
learning experience.
ACKNOWLEDGMENTS
We would like to thank all the students who took the User
Interfaces course at the University of Waterloo on the Spring
2017, especially those that contributed with suggestions and
the 16 anonymous participants of this study. We also thank the
teaching assistants who carried out the work of grading and
providing feedback to students. Moreover, we thank Marcela
Bomfim for helping with participant recruitment.
This work was supported by the CNPq, Brazil; SSHRC [895-
2011-1014, IMMERSe]; NSERC Discovery [RGPIN-2018-
06576]; NSERC CREATE SWaGUR; and CFI [35819].
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