Gamification of Learning: Respond. Review. Remember. Replay

Concurrent Session 2
Streamed Session

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Session Materials

Brief Abstract

Replay is a new, gamified quizzing application that is easy for students to use and for instructors to create content.  It combines formative and summative assessment, badging, leaderboards, and data collection to allow students to compare their performance with those of their peers.


Anthony Newman is the Senior Manager of Business Development for the Office of Vice President of Information Technology at Purdue University. In this role, Anthony is responsible for commercializing and scaling cutting edge technologies created by Purdue's IT Organization.   Formerly, Anthony led the Purdue Studio team where he was responsible for leading a creative team of developers and designers and students in the identification, development and delivery of digital applications based on customer needs, strategic vision and market research. The work of his group was featured in the New York Times, Campus Technology, CIO Magazine, CNET, and The Chronicle of Higher Education.   Anthony offers a diverse perspective compared to many in the education field. After obtaining computer science and business degrees, Newman spent the next 13 years, in consulting and government where he spent 6 years in senior management. His experience in a variety of roles inside and outside of education allows him to look at education transformation in a unique way.
Christopher Mong is a senior instructional designer at Roosevelt University and a limited-term lecturer at Purdue University. He holds a Ph.D. in Learning Design and Technology from Purdue University and his research interests include problem-based learning, purposeful use of instructional technology, and gamification in education.

Extended Abstract

According to a 2015 Pew Research Center report, about half of American adults play video games.  A 2016 report from the Entertainment Software Association notes that 75% of frequent gamers believe that the act of playing games can provide educational opportunities and mental stimulation.  This is in line with Prensky (2001), who argues that learners have been so fundamentally changed by access to media and information that they need instructional methods such as gaming in order to reach their full potential.  Gamification of traditional classroom elements has the potential to increase student motivation, more fully engage them with content, and through competition, encourage content mastery.

When examining existing tools created to allow students to check their knowledge retention, we found traditional educational quizzing applications limited and based off an old model of test taking where students would need to self-evaluate their own performance solely based on percent-correct. We also found many instructors wanted to improve retention of material through engagement, but that engagement generally consisted solely of allowing quizzes to be retaken. Traditional models such as alternating formative and summative testing often improves test scores, however it does not tend to promote student engagement.

Using the same principles of gamification found in many modern yet simple video games, we set out to create a quizzing application that instructors would find easy to use and students would want to play for review purposes. Replay, a web and mobile application, was created by the Purdue University Studio team to improve student engagement and learning retention. Replay is an LTI compliant tool that seamlessly integrates into most Learning Management Systems. Its unique approach to quizzing makes it fun and easy for students to engage in quizzing, review material, and compare ability while anonymously competing with peers.  Students can use leader-boards, badges, and displayed data to get a sense of how their gameplay and grasp of the material compares with the rest of the class.

During this session, Replay development and instructional staff will discuss the release of a newly developed teaching and learning tool.  In terms of features, Replay allows instructors to easily create both formative and summative quizzes while automatically adding gamification components. Students can then compete against their own high scores against their peers or simply use the tool for practice.  We will discuss the acceptance of Replay’s pilot from the perspectives of both instructors and students.  We will also provide attendees the opportunity demo the tool while participating in several engaging activities.


By the end of this session, participants should be able to:

  • List the pros/cons of gamification within a formal learning setting

  • Discuss the advantages and limitations of using Replay as both formative and summative assessment

  • Identify how Replay balances gamification and competition elements while addressing FERPA and other privacy standards