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Comment on When A Game Designer teaches a College Course: No Grading, just Levelling Up

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I like the idea implicitly communicated that there's almost a shopping list of assignments, and each one carries an XP value; if you're not doing so well, then with that kind of a system you can correct that by working harder to learn the subject matter. Obviously, there's problems, such as enabling a brute force strategy for getting good grades, but I'd be interested to see how well a quest list approach to grading would work in comparison to a sequential assignment style.

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