Game Based Assessment Revisited

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BOOK EXCERPT:

The capabilities and possibilities of emerging game-based learning technologies bring about a new perspective of learning and instruction. This, in turn, necessitates alternative ways to assess the kinds of learning that are taking place in the game-based environments. The field has been broadening the focus of assessment in game environments (i.e., what we measure), developing processes and methodologies that go beyond psychometrics practices (i.e., how we go about assessment in games), and implementing the game-based assessment (GBA) in real contexts. The current state of the field calls for a revisit of this topic to understand what we have learned from the research on this topic, and how the GBA work changed how the field thinks about assessment beyond game environments. Accordingly, this comprehensive volume covers the current state of research, methodology, and technology of game-based assessment. It features four major themes: what we are measuring in games, how GBA has influenced how people do assessment beyond games, new methods and practices, and implementations of GBA. The audience for this volume includes researchers, graduate students, teachers, and professional practitioners in the areas of education, instructional design, educational psychology, academic and organizational development, and instructional technology.

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Genre : Education
Author : Dirk Ifenthaler
Publisher : Springer Nature
Release : 2019-11-05
File : 361 Pages
ISBN-13 : 9783030155698


Game Based Learning Across The Disciplines

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The volume focuses on epistemological, theoretical and empirical issues of game-based learning in various disciplines. It encompasses questions of game design as well as instructional integration and organizational implementation of game-based learning across various disciplines and includes contributions from different levels of the formal educational system (i.e., primary, secondary and tertiary education) as well as contributions reporting the use of game-based learning in informal learning settings. The volume addresses scholars, practitioners and students who are interested in how games and game-based learning can be designed, implemented and evaluated in a cross-, inter- and transdisciplinary perspective.

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Genre : Education
Author : Carmela Aprea
Publisher : Springer Nature
Release : 2021-08-02
File : 427 Pages
ISBN-13 : 9783030751425


Games And Learning Alliance

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This book constitutes the refereed proceedings of the 10th International Conference on Games and Learning Alliance, GALA 2021, held in La Spezia, Italy, in December 2021. The 21 full papers and 10 short papers were carefully reviewed and selected from 50 submissions. The papers cover a broad spectrum of topics: Serious Games Applications; Serious Game to Improve Literacy; Technology used for Serious Games; Serious Game Usage; Serious Games Design.Chapters “Cards and Roles: Co-designing Privacy Serious Games with an Online Role-Playing Boardgame" and “An Authoring Tool to Engage Younger Audiences in the Development of Nature Preservation Games: The G4N Toolkit to Game Design ” are available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.

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Genre : Computers
Author : Francesca de Rosa
Publisher : Springer Nature
Release : 2021-11-29
File : 303 Pages
ISBN-13 : 9783030921828


Games As Stealth Assessments

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In the world of assessment, traditional methods often fall short, providing limited insight into individuals' skills and abilities while being susceptible to response biases. Recognizing these shortcomings, researchers have delved into the realm of stealth assessments, a novel approach that embeds traditional measurement techniques within a game-based environment. By seamlessly integrating assessment into gameplay, stealth assessments offer a contextually rich and unobtrusive method of data collection, allowing for a comprehensive understanding of the constructs being assessed. Games as Stealth Assessments unveils the promising field of stealth assessment, exploring its design considerations, research methods, and practical applications. Drawing upon a foundation of psychometrically-sound assessment practices, this book delves into the intersection of thoughtful game design and empirical support for the use of stealth assessments. It justifies the adoption of stealth assessments in academic disciplines such as mathematics, science, and literacy, as well as in the assessment of psychological constructs like aggression, social skills, and self-regulation.

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Genre : Education
Author : McCreery, Michael P.
Publisher : IGI Global
Release : 2023-11-01
File : 386 Pages
ISBN-13 : 9798369305706


Proceedings Of The 17th European Conference On Game Based Learning

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These proceedings represent the work of contributors to the 24th European Conference on Knowledge Management (ECKM 2023), hosted by Iscte – Instituto Universitário de Lisboa, Portugal on 7-8 September 2023. The Conference Chair is Prof Florinda Matos, and the Programme Chair is Prof Álvaro Rosa, both from Iscte Business School, Iscte – Instituto Universitário de Lisboa, Portugal. ECKM is now a well-established event on the academic research calendar and now in its 24th year the key aim remains the opportunity for participants to share ideas and meet the people who hold them. The scope of papers will ensure an interesting two days. The subjects covered illustrate the wide range of topics that fall into this important and ever-growing area of research. The opening keynote presentation is given by Professor Leif Edvinsson, on the topic of Intellectual Capital as a Missed Value. The second day of the conference will open with an address by Professor Noboru Konno from Tama Graduate School and Keio University, Japan who will talk about Society 5.0, Knowledge and Conceptual Capability, and Professor Jay Liebowitz, who will talk about Digital Transformation for the University of the Future. With an initial submission of 350 abstracts, after the double blind, peer review process there are 184 Academic research papers, 11 PhD research papers, 1 Masters Research paper, 4 Non-Academic papers and 11 work-in-progress papers published in these Conference Proceedings. These papers represent research from Australia, Austria, Brazil, Bulgaria, Canada, Chile, China, Colombia, Cyprus, Czech Republic, Denmark, Finland, France, Germany, Greece, Hungary, India, Iran, Iraq, Ireland, Israel, Italy, Japan, Jordan, Kazakhstan, Kuwait, Latvia, Lithuania, Malaysia, México, Morocco, Netherlands, Norway, Palestine, Peru, Philippines, Poland, Portugal, Romania, South Africa, Spain, Sweden, Switzerland, Taiwan, Thailand, Tunisia, UK, United Arab Emirates and the USA.

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Genre : Education
Author : Ton Spil
Publisher : Academic Conferences and publishing limited
Release : 2023-10-05
File : 950 Pages
ISBN-13 : 9781914587894


Teaching In The Game Based Classroom

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Teaching in the Game-Based Classroom is a hands-on guide to leveraging students’ embrace of video games toward successful school performance. Evidence tells us that game-based learning can help teachers design classes, develop transformative learning tools, and assess progress on multiple levels not dependent on one-size-fits-all bubble sheets. Authored by game-savvy teachers in partnership with classroom-experienced academics, the highly varied chapters of this book are concise yet filled with sound pedagogical approaches. Middle and high school educators will find engaging new ways of inspiring students’ intrinsic motivation, skill refinement, positive culture-building, autonomy as learners, and more.

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Genre : Education
Author : David Seelow
Publisher : CRC Press
Release : 2021-07-12
File : 188 Pages
ISBN-13 : 9781000411737


Board Games In The Clil Classroom

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The present book explores how modern board gaming and language teaching can be beneficially combined to achieve optimal impact. Modern board games have a lot to offer language learners and teachers, and they should play a much more significant role in what has been labelled "Content and Language Integrated Learning" or CLIL. Modern board games require cooperation, problem-solving, active discovery, interpretation and analysis. Most importantly, modern board games allow students to explore a hypothetical environment without the risk of language errors. The key ingredient of the present book is "game-based learning and teaching theory", or GBLTT, a theoretical framework which measures learning outcomes based on gaming and learning procedures. GBLTT is focused on balancing information and gameplay as well as putting a focus on the ability of each learner to retain language competence and to put their subject to realistic situations.

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Genre : Language Arts & Disciplines
Author : Thomai Alexiou
Publisher : Walter de Gruyter GmbH & Co KG
Release : 2023-12-18
File : 276 Pages
ISBN-13 : 9783110990911


Game Based Learning In Education And Health Part A

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BOOK EXCERPT:

Game-Based Learning in Education and Health, Volume 276 in the Progress in Brain Research series, highlights new advances in the field, with this new volume presenting interesting chapters on topics such as Math computerized games in the classroom: a Number Line Training in Primary School Children, Digital games for learning basic arithmetic at home, Game-Based Assessment of Cognitive Function among Children and Adolescents: A Systematic Review and Meta-Analysis, Different aspects of fraction understanding are associated selectively with performance on a fraction learning game, and more. - Provides the authority and expertise of leading contributors from an international board of authors - Presents the latest release in Progress in Brain Research serials - Updated release includes the latest information on Game-Based Learning in Education and Health

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Genre : Science
Author :
Publisher : Elsevier
Release : 2023-04-13
File : 112 Pages
ISBN-13 : 9780323994590


Handbook Of Research On Digital Based Assessment And Innovative Practices In Education

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BOOK EXCERPT:

Even though digital technologies are ubiquitous in education, assessment methods continue to employ traditional assessments even though they are inadequate to provide information about a student's reasoning and conceptual understanding. Digital-based assessment models allow students to demonstrate higher-order skills while integrating digital technologies as a powerful teaching tool. Digital technologies can support inquiry-based learning that is essential to developing a deep conceptual understanding of the content. The Handbook of Research on Digital-Based Assessment and Innovative Practices in Education identifies digital tools and applications for effective assessment of learning, shares various models of digital-based assessment in education, and considers best pedagogical practices for assessment in education. Covering a range of topics such as formative assessments, design thinking, virtual reality, and equity, this major reference work is crucial for educational technologists, instructional designers, policymakers, administrators, faculty, researchers, academicians, scholars, practitioners, instructors, and students.

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Genre : Education
Author : Keengwe, Jared
Publisher : IGI Global
Release : 2022-05-06
File : 474 Pages
ISBN-13 : 9781668424698


Proceedings Of The Future Technologies Conference Ftc 2021 Volume 3

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BOOK EXCERPT:

This book provides the state-of-the-art intelligent methods and techniques for solving real world problems along with a vision of the future research. The sixth Future Technologies Conference 2021 was organized virtually and received a total of 531 submissions from academic pioneering researchers, scientists, industrial engineers, and students from all over the world. The submitted papers covered a wide range of important topics including but not limited to technology trends, computing, artificial intelligence, machine vision, communication, security, e-learning and ambient intelligence and their applications to the real world. After a double-blind peer-reviewed process, 191 submissions have been selected to be included in these proceedings. One of the meaningful and valuable dimensions of this conference is the way it brings together a large group of technology geniuses in one venue to not only present breakthrough research in future technologies but also to promote discussions and debate of relevant issues, challenges, opportunities, and research findings. We hope that readers find the volume interesting, exciting, and inspiring.

Product Details :

Genre : Technology & Engineering
Author : Kohei Arai
Publisher : Springer Nature
Release : 2021-10-24
File : 882 Pages
ISBN-13 : 9783030899127