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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 approach for that class, although it looks like a terrible experience curve for a game; you have to grind for weeks to reach Level 2, but then most of the subsequent levels are achieved relatively rapidly. Also you could hit a ceiling where it's no longer possible to achieve Level 12 because you missed out on XP earlier. Fun, but the metaphor doesn't fit quite well enough for me.

Intermediate work is used as a way to get students to perform work as the semester progresses, rather than trying to do it all at the end.

There's lots of reasons why. For example:

* Memory formation works best with spaced repetition.

* Students will just cram for an exam if you let them, which won't form long term recall.

* Spreads the assessment workload over the semester.

Actually, spaced repetition with game mechanics might work best. I was looking at a spaced repetition idea for a thesis ... a badges/levelling up thing might make it easier to pitch to students.

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