Stealth Assessment

Stealth Assessment

Author: Valerie Jean Shute

Publisher: MIT Press

Published: 2013

Total Pages: 102

ISBN-13: 0262518813

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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.


Game-Based Assessment Revisited

Game-Based Assessment Revisited

Author: Dirk Ifenthaler

Publisher: Springer Nature

Published: 2019-11-05

Total Pages: 361

ISBN-13: 3030155692

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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.


Assessment in Game-Based Learning

Assessment in Game-Based Learning

Author: Dirk Ifenthaler

Publisher: Springer Science & Business Media

Published: 2012-06-13

Total Pages: 476

ISBN-13: 1461435463

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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.


The SAGE Encyclopedia of Educational Technology

The SAGE Encyclopedia of Educational Technology

Author: J. Michael Spector

Publisher: SAGE Publications

Published: 2015-01-29

Total Pages: 1845

ISBN-13: 1506311296

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The SAGE Encyclopedia of Educational Technology examines information on leveraging the power of technology to support teaching and learning. While using innovative technology to educate individuals is certainly not a new topic, how it is approached, adapted, and used toward the services of achieving real gains in student performance is extremely pertinent. This two-volume encyclopedia explores such issues, focusing on core topics and issues that will retain relevance in the face of perpetually evolving devices, services, and specific techniques. As technology evolves and becomes even more low-cost, easy-to-use, and more accessible, the education sector will evolve alongside it. For instance, issues surrounding reasoning behind how one study has shown students retain information better in traditional print formats are a topic explored within the pages of this new encyclopedia. Features: A collection of 300-350 entries are organized in A-to-Z fashion in 2 volumes available in a choice of print or electronic formats. Entries, authored by key figures in the field, conclude with cross references and further readings. A detailed index, the Reader’s Guide themes, and cross references combine for search-and-browse in the electronic version. This reference encyclopedia is a reliable and precise source on educational technology and a must-have reference for all academic libraries.


Games and Learning Alliance

Games and Learning Alliance

Author: Antonios Liapis

Publisher: Springer Nature

Published: 2019-11-20

Total Pages: 613

ISBN-13: 3030343502

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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.


Computer Games and Instruction

Computer Games and Instruction

Author: J. D. Fletcher

Publisher: IAP

Published: 2011-05-01

Total Pages: 564

ISBN-13: 1617354104

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There is intense interest in computer games. A total of 65 percent of all American households play computer games, and sales of such games increased 22.9 percent last year. The average amount of game playing time was found to be 13.2 hours per week. The popularity and market success of games is evident from both the increased earnings from games, over $7 Billion in 2005, and from the fact that over 200 academic institutions worldwide now offer game related programs of study. In view of the intense interest in computer games educators and trainers, in business, industry, the government, and the military would like to use computer games to improve the delivery of instruction. Computer Games and Instruction is intended for these educators and trainers. It reviews the research evidence supporting use of computer games, for instruction, and also reviews the history of games in general, in education, and by the military. In addition chapters examine gender differences in game use, and the implications of games for use by lower socio-economic students, for students’ reading, and for contemporary theories of instruction. Finally, well known scholars of games will respond to the evidence reviewed.


Interdisciplinary Design of Game-based Learning Platforms

Interdisciplinary Design of Game-based Learning Platforms

Author: Fengfeng Ke

Publisher: Springer

Published: 2018-12-07

Total Pages: 161

ISBN-13: 3030043398

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This book represents a four-year research and development project. It presents a phenomenological examination and explanation of a functional design framework for games in education. It furnishes a rich description of the experiences and perceptions of performing interdisciplinary collaborative design among experts of very diverse fields, such as learning systems design, architectural design, assessment design, mathematics education, and scientific computing.


Serious Games Analytics

Serious Games Analytics

Author: Christian Sebastian Loh

Publisher: Springer

Published: 2015-06-13

Total Pages: 497

ISBN-13: 3319058347

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This volume brings together research on how gameplay data in serious games may be turned into valuable analytics or actionable intelligence for performance measurement, assessment, and improvement. Chapter authors use empirical research methodologies, including existing, experimental, and emerging conceptual frameworks, from various fields, such as: computer science software engineering educational data mining statistics information visualization. Serious games is an emerging field where the games are created using sound learning theories and instructional design principles to maximize learning and training success. But how would stakeholders know what play-learners have done in the game environment, and if the actions performance brings about learning? Could they be playing the game for fun, really learning with evidence of performance improvement, or simply gaming the system, i.e., finding loopholes to fake that they are making progress? This volume endeavors to answer these questions.


Games as Stealth Assessments

Games as Stealth Assessments

Author: McCreery, Michael P.

Publisher: IGI Global

Published: 2023-11-01

Total Pages: 386

ISBN-13:

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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.


Global Perspectives on Gameful and Playful Teaching and Learning

Global Perspectives on Gameful and Playful Teaching and Learning

Author: Farber, Matthew

Publisher: IGI Global

Published: 2019-12-27

Total Pages: 330

ISBN-13: 1799820173

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In the fast-changing field of education, the incorporation of game-based learning has been increasing in order to promote more successful learning instruction. Improving the interaction between learning outcomes and motivation in games (both digital and analog) and promoting best practices for the integration of games in instructional settings are imperative for supporting student academic achievement. Global Perspectives on Gameful and Playful Teaching and Learning is a collection of innovative research on the methods and applications that explore the cognitive and psychological aspects underpinning successful educational video games. While highlighting topics including nontraditional exercise, mobile computing, and interactive technologies, this book is ideally designed for teachers, curriculum developers, instructional designers, course designers, IT consultants, educational software developers, principals, school administrators, academicians, researchers, and students seeking current research on the design and integration of game-based learning environments.