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BOOK EXCERPT:
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.
Product Details :
Genre |
: Education |
Author |
: McCreery, Michael P. |
Publisher |
: IGI Global |
Release |
: 2023-11-01 |
File |
: 386 Pages |
ISBN-13 |
: 9798369305706 |
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BOOK EXCERPT:
An approach to performance-based assessments that embeds assessments in digital games in order to measure how students are progressing toward targeted goals. To succeed in today's interconnected and complex world, workers need to be able to think systemically, creatively, and critically. Equipping K-16 students with these twenty-first-century competencies requires new thinking not only about what should be taught in school but also about how to develop valid assessments to measure and support these competencies. In Stealth Assessment, Valerie Shute and Matthew Ventura investigate an approach that embeds performance-based assessments in digital games. They argue that using well-designed games as vehicles to assess and support learning will help combat students' growing disengagement from school, provide dynamic and ongoing measures of learning processes and outcomes, and offer students opportunities to apply such complex competencies as creativity, problem solving, persistence, and collaboration. Embedding assessments within games provides a way to monitor players' progress toward targeted competencies and to use that information to support learning. Shute and Ventura discuss problems with such traditional assessment methods as multiple-choice questions, review evidence relating to digital games and learning, and illustrate the stealth-assessment approach with a set of assessments they are developing and embedding in the digital game Newton's Playground. These stealth assessments are intended to measure levels of creativity, persistence, and conceptual understanding of Newtonian physics during game play. Finally, they consider future research directions related to stealth assessment in education.
Product Details :
Genre |
: Education |
Author |
: Valerie Jean Shute |
Publisher |
: MIT Press |
Release |
: 2013 |
File |
: 102 Pages |
ISBN-13 |
: 9780262518819 |
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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 is taking place in the virtual worlds or informal settings. accordingly, aligning learning and assessment is the core for creating a favorable and effective learning environment. The edited volume will cover the current state of research, methodology, assessment, and technology of game-based learning. There will be contributions from international distinguished researchers which will present innovative work in the areas of educational psychology, educational diagnostics, educational technology, and learning sciences. The edited volume will be divided into four major parts.
Product Details :
Genre |
: Education |
Author |
: Dirk Ifenthaler |
Publisher |
: Springer Science & Business Media |
Release |
: 2012-06-13 |
File |
: 476 Pages |
ISBN-13 |
: 9781461435464 |
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BOOK EXCERPT:
Game-based learning environments and learning analytics are attracting increasing attention from researchers and educators, since they both can enhance learning outcomes. This book focuses on the application of data analytics approaches and research on human behaviour analysis in game-based learning environments, namely educational games and gamification systems, to provide smart learning. Specifically, it discusses the purposes, advantages and limitations of applying such approaches in these environments. Additionally, the various smart game-based learning environments presented help readers integrate learning analytics in their educational games and gamification systems to, for instance, assess and model students (e.g. their computational thinking) or enhance the learning process for better outcomes. Moreover, the book presents general guidelines on various aspects, such as collecting data for analysis, game-based learning environment design, system architecture and applied algorithms, which facilitate incorporating learning analytics into educational games and gamification systems. After a general introduction to help readers become familiar with the subject area, the individual chapters each discuss a different aim of applying data analytics approaches in educational games and gamification systems. Lastly, the conclusion provides a summary and presents general guidelines and frameworks to consider when designing smart game-based learning environments with learning analytics.
Product Details :
Genre |
: Education |
Author |
: Ahmed Tlili |
Publisher |
: Springer Nature |
Release |
: 2019-09-10 |
File |
: 262 Pages |
ISBN-13 |
: 9789813293359 |
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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.
Product Details :
Genre |
: Education |
Author |
: Dirk Ifenthaler |
Publisher |
: Springer Nature |
Release |
: 2019-11-05 |
File |
: 361 Pages |
ISBN-13 |
: 9783030155698 |
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BOOK EXCERPT:
This state-of-the-art resource brings together the most innovative scholars and thinkers in the field of testing to capture the changing conceptual, methodological, and applied landscape of cognitively-grounded educational assessments. Offers a methodologically-rigorous review of cognitive and learning sciences models for testing purposes, as well as the latest statistical and technological know-how for designing, scoring, and interpreting results Written by an international team of contributors at the cutting-edge of cognitive psychology and educational measurement under the editorship of a research director at the Educational Testing Service and an esteemed professor of educational psychology at the University of Alberta as well as supported by an expert advisory board Covers conceptual frameworks, modern methodologies, and applied topics, in a style and at a level of technical detail that will appeal to a wide range of readers from both applied and scientific backgrounds Considers emerging topics in cognitively-grounded assessment, including applications of emerging socio-cognitive models, cognitive models for human and automated scoring, and various innovative virtual performance assessments
Product Details :
Genre |
: Education |
Author |
: Andre A. Rupp |
Publisher |
: John Wiley & Sons |
Release |
: 2016-11-21 |
File |
: 649 Pages |
ISBN-13 |
: 9781118956595 |
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BOOK EXCERPT:
This book constitutes the refereed proceedings of the 8th International Conference on Games and Learning Alliance, GALA 2019, held in Athens, Greece, in November 2019. The 38 regular papers presented together with 19 poster papers were carefully reviewed and selected from 76 submissions. The papers cover the following topics: serious game design and pedagogical foundations; AI and technology for SG; gamification; applications and case studies; and posters. The chapter "Cyber Chronix, Participatory Research Approach to Develop and Evaluate a Storytelling Game on Personal Data Protection Rights and Privacy Risks" is available open access under a CC BY 4.0 license at link.springer.com.
Product Details :
Genre |
: Computers |
Author |
: Antonios Liapis |
Publisher |
: Springer Nature |
Release |
: 2019-11-20 |
File |
: 613 Pages |
ISBN-13 |
: 9783030343507 |
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BOOK EXCERPT:
The book introduces techniques to improve the effectiveness of serious games in relation to cognition and motivation. These techniques include ways to improve motivation, collaboration, reflection, and the integration of gameplay into various contexts. The contributing authors expand upon this broad range of techniques, show recent empirical research on each of these techniques that discuss their promise and effectiveness, then present general implications or guidelines that the techniques bring forth. They then suggest how serious games can be improved by implementing the respective technique into a particular game.
Product Details :
Genre |
: Education |
Author |
: Pieter Wouters |
Publisher |
: Springer |
Release |
: 2016-10-31 |
File |
: 220 Pages |
ISBN-13 |
: 9783319392981 |
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BOOK EXCERPT:
"This book addresses issues the potential of games to support learning and change behaviour offering empirical evidence pertaining to the effectiveness of Serious Games in the key areas of psychology, pedagogy, and assessment"--
Product Details :
Genre |
: Education |
Author |
: Connolly, Thomas M. |
Publisher |
: IGI Global |
Release |
: 2013-11-30 |
File |
: 522 Pages |
ISBN-13 |
: 9781466647749 |
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BOOK EXCERPT:
This textbook tackles the matter of contemporary learners’ needs, and introduces modern learning, teaching, and assessment methods. It provides a deeper understanding of these methods so that the students and teachers can create teaching and learning opportunities for themselves and others. It explores the meaning of ‘pedagogy’, why it is essential, and how pedagogy has evolved to take 21st-century skills and learning into account. This textbook showcases various modern learning, teaching, and assessment methods for contemporary learners in an increasingly digital environment. Each chapter presents insights and case studies that show how such modern methods can be applied to classrooms, and how they can support the existing curriculum. It shows students, educators, and researchers alike how to effectively make sense of and use modern learning, teaching, and assessment methods in everyday practice.
Product Details :
Genre |
: Education |
Author |
: K. G. Srinivasa |
Publisher |
: Springer Nature |
Release |
: 2022-10-29 |
File |
: 350 Pages |
ISBN-13 |
: 9789811967344 |