Assessment of Problem Solving Using Simulations

Assessment of Problem Solving Using Simulations PDF Author: Eva Baker
Publisher: Routledge
ISBN: 1351575104
Category : Education
Languages : en
Pages : 348

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Book Description
This volume explores the application of computer simulation technology to measurement issues in education -- especially as it pertains to problem based learning. Whereas most assessments related to problem solving are based on expensive and time consuming measures (i.e., think-aloud protocols or performance assessments that require extensive human rater scoring), this book relies on computerization of the major portion of the administration, scoring, and reporting of problem-solving assessments. It is appropriate for researchers, instructors and graduate students in educational assessment, educational technology, and educational psychology.

Assessment of Problem Solving Using Simulations

Assessment of Problem Solving Using Simulations PDF Author: Eva Baker
Publisher: Routledge
ISBN: 1351575104
Category : Education
Languages : en
Pages : 348

Get Book Here

Book Description
This volume explores the application of computer simulation technology to measurement issues in education -- especially as it pertains to problem based learning. Whereas most assessments related to problem solving are based on expensive and time consuming measures (i.e., think-aloud protocols or performance assessments that require extensive human rater scoring), this book relies on computerization of the major portion of the administration, scoring, and reporting of problem-solving assessments. It is appropriate for researchers, instructors and graduate students in educational assessment, educational technology, and educational psychology.

Assessment of Problem Solving Using Simulations

Assessment of Problem Solving Using Simulations PDF Author: Eva Baker
Publisher: Routledge
ISBN: 9781138964044
Category : Computer-assisted instruction
Languages : en
Pages : 356

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Book Description
Cover -- Half Title -- Title Page -- Copyright Page -- Table of Contents -- Preface -- 1 Simulations and the Transfer of Problem-Solving Knowledge and Skills -- 2 Assessment to Steer the Course of Learning -- 3 Studying Situated Learning in a Multiuser Virtual Environment -- 4 Structural, Functional, and Semiotic Symmetries in Simulation-Based Games and Assessments -- 5 Training Evaluation of Virtual Environments -- 6 Representing Cognition in Games and Simulations -- 7 Problem-Solving Assessment in Games -- 8 Assessing Problem Solving in Simulation Games -- 9 Measuring Collaborative Problem Solving -- 10 Real-Time Diagnostics of Problem-Solving Behavior for Business Simulations -- 11 Use of Visualization Techniques to Improve High-Stakes Problem Solving -- 12 Assessing Problem-Solving Performance in High-Stakes Tasks -- 13 Impact of After-Action Review on Learning in Simulation-Based U.S. Army Training -- 14 Measurement of Learning Processes in Pilot Simulation -- 15 A Computational Approach to Authoring Problem-Solving Assessments -- 16 Templates and Objects in Authoring Problem-Solving Assessments -- Index

Theoretical Issues of Using Simulations and Games in Educational Assessment

Theoretical Issues of Using Simulations and Games in Educational Assessment PDF Author: Harold F. O'Neil
Publisher: Routledge
ISBN: 1000427617
Category : Education
Languages : en
Pages : 274

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Book Description
Presenting original studies and rich conceptual analyses, this volume reports on theoretical issues involved in the use of simulations and games in educational assessment. Chapters consider how technologies can be used to effectively assess, modify, and enhance learning and assessment in education and training. By highlighting theoretical issues arising from the use of games and simulations as assessment tools for selection and classification, training, and evaluation across educational and workplace contexts, the volume offers both broad conceptual views on assessment, as well as rich descriptions of various, context-specific applications. Through a focus that includes both quantitative and qualitative approaches, policy implications, meta-analysis, and constructs, the volume highlights commonalities and divergence in theoretical research being conducted in relation to K-12, post-secondary, and military education and assessment. In doing so, the collection enhances understanding of how games and simulations can intersect with the science of learning to improve educational outcomes. Given its rigorous and multidisciplinary approach, this book will prove an indispensable resource for researchers and scholars in the fields of educational assessment and evaluation, educational technology, military psychology, and educational psychology.

Learning Science Through Computer Games and Simulations

Learning Science Through Computer Games and Simulations PDF Author: National Research Council
Publisher: National Academies Press
ISBN: 0309212669
Category : Education
Languages : en
Pages : 174

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Book Description
At a time when scientific and technological competence is vital to the nation's future, the weak performance of U.S. students in science reflects the uneven quality of current science education. Although young children come to school with innate curiosity and intuitive ideas about the world around them, science classes rarely tap this potential. Many experts have called for a new approach to science education, based on recent and ongoing research on teaching and learning. In this approach, simulations and games could play a significant role by addressing many goals and mechanisms for learning science: the motivation to learn science, conceptual understanding, science process skills, understanding of the nature of science, scientific discourse and argumentation, and identification with science and science learning. To explore this potential, Learning Science: Computer Games, Simulations, and Education, reviews the available research on learning science through interaction with digital simulations and games. It considers the potential of digital games and simulations to contribute to learning science in schools, in informal out-of-school settings, and everyday life. The book also identifies the areas in which more research and research-based development is needed to fully capitalize on this potential. Learning Science will guide academic researchers; developers, publishers, and entrepreneurs from the digital simulation and gaming community; and education practitioners and policy makers toward the formation of research and development partnerships that will facilitate rich intellectual collaboration. Industry, government agencies and foundations will play a significant role through start-up and ongoing support to ensure that digital games and simulations will not only excite and entertain, but also motivate and educate.

Technology-Based Assessments for 21st Century Skills

Technology-Based Assessments for 21st Century Skills PDF Author: Gregory Schraw
Publisher: IAP
ISBN: 1617356344
Category : Technology & Engineering
Languages : en
Pages : 397

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Book Description
Creative problem solving, collaboration, and technology fluency are core skills requisite of any nation’s workforce that strives to be competitive in the 21st Century. Teaching these types of skills is an economic imperative, and assessment is a fundamental component of any pedagogical program. Yet, measurement of these skills is complex due to the interacting factors associated with higher order thinking and multifaceted communication. Advances in assessment theory, educational psychology, and technology create an opportunity to innovate new methods of measuring students’ 21st Century Skills with validity, reliability, and scalability. In this book, leading scholars from multiple disciplines present their latest research on how to best measure complex knowledge, skills, and abilities using technology-based assessments. All authors discuss theoretical and practical implications from their research and outline their visions for the future of technology-based assessments.

Advanced Methodologies and Technologies in Modern Education Delivery

Advanced Methodologies and Technologies in Modern Education Delivery PDF Author: Khosrow-Pour, D.B.A., Mehdi
Publisher: IGI Global
ISBN: 1522573666
Category : Education
Languages : en
Pages : 1163

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Book Description
Recent innovations and new technologies in education have altered the way teachers approach instruction and learning and can provide countless advantages. The pedagogical value of specific technology tools and the cumulative effects of technology exposure on student learning over time are two areas that need to be explored to better determine the improvements needed in the modern classroom. Advanced Methodologies and Technologies in Modern Education Delivery provides emerging research on educational models in the continually improving classroom. While highlighting the challenges facing modern in-service and pre-service teachers when educating students, readers will learn information on new methods in curriculum development, instructional design, and learning assessments to implement within their classrooms. This book is a vital resource for pre-service and in-service teachers, teacher education professionals, higher education administrative professionals, and researchers interested in new curriculum development.

ECGBL 2018 12th European Conference on Game-Based Learning

ECGBL 2018 12th European Conference on Game-Based Learning PDF Author: Dr Melanie Ciussi
Publisher: Academic Conferences and publishing limited
ISBN: 1912764008
Category : Games & Activities
Languages : en
Pages : 962

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Book Description


Transforming Gaming and Computer Simulation Technologies across Industries

Transforming Gaming and Computer Simulation Technologies across Industries PDF Author: Dubbels, Brock
Publisher: IGI Global
ISBN: 1522518185
Category : Computers
Languages : en
Pages : 322

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Book Description
In recent years, digital technologies have become more ubiquitous and integrated into everyday life. While once reserved mostly for personal uses, video games and similar innovations are now implemented across a variety of fields. Transforming Gaming and Computer Simulation Technologies across Industries is a pivotal reference source for the latest research on emerging simulation technologies and gaming innovations to enhance industry performance and dependency. Featuring extensive coverage across a range of relevant perspectives and topics, such as user research, player identification, and multi-user virtual environments, this book is ideally designed for engineers, professionals, practitioners, upper-level students, and academics seeking current research on gaming and computer simulation technologies across different industries.

Computer Games and Instruction

Computer Games and Instruction PDF Author: J. D. Fletcher
Publisher: IAP
ISBN: 1617354104
Category : Technology & Engineering
Languages : en
Pages : 564

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Book Description
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.

Using Cognitive and Affective Metrics in Educational Simulations and Games

Using Cognitive and Affective Metrics in Educational Simulations and Games PDF Author: Harold F. O'Neil
Publisher: Routledge
ISBN: 1000390098
Category : Education
Languages : en
Pages : 268

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Book Description
Presenting original studies and rich conceptual analyses, this volume explores how cognitive and affective metrics can be used to effectively assess, modify, and enhance learning and assessment outcomes of simulations and games used in education and training. The volume responds to the increasing use of computer-based simulations and games across academic and professional sectors by bringing together contributions from different research communities, including K-12 and postsecondary education, medical, and military contexts. Drawing on empirical results, the chapter authors focus on the design and assessment of educational simulations and games. They describe how quantitative and qualitative metrics can be used effectively to evaluate and tailor instructional resources to the cognitive and affective needs of the individual learner. In doing so, the volume enhances understanding of how games and simulations can intersect with the science of learning to improve educational outcomes. Given its rigorous and multidisciplinary approach, this book will prove an indispensable resource for researchers and scholars in the fields of educational assessment and evaluation, educational technology, military psychology, and educational psychology.