Game-Based Assessment Revisited

Game-Based Assessment Revisited PDF Author: Dirk Ifenthaler
Publisher: Springer Nature
ISBN: 3030155692
Category : Education
Languages : en
Pages : 361

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Book Description
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.

Game-Based Assessment Revisited

Game-Based Assessment Revisited PDF Author: Dirk Ifenthaler
Publisher: Springer Nature
ISBN: 3030155692
Category : Education
Languages : en
Pages : 361

Get Book Here

Book Description
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 PDF Author: Dirk Ifenthaler
Publisher: Springer Science & Business Media
ISBN: 1461435463
Category : Education
Languages : en
Pages : 476

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Book Description
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.

Game-based Learning Across the Disciplines

Game-based Learning Across the Disciplines PDF Author: Carmela Aprea
Publisher: Springer Nature
ISBN: 3030751422
Category : Education
Languages : en
Pages : 427

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Book Description
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.

Games and Learning Alliance

Games and Learning Alliance PDF Author: Francesca de Rosa
Publisher: Springer Nature
ISBN: 3030921824
Category : Computers
Languages : en
Pages : 303

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Book Description
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.

Proceedings of the 17th European Conference on Game-Based Learning

Proceedings of the 17th European Conference on Game-Based Learning PDF Author: Ton Spil
Publisher: Academic Conferences and publishing limited
ISBN: 1914587898
Category : Education
Languages : en
Pages : 950

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Book Description
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.

Games as Stealth Assessments

Games as Stealth Assessments PDF Author: McCreery, Michael P.
Publisher: IGI Global
ISBN:
Category : Education
Languages : en
Pages : 386

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Book Description
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.

Teaching in the Game-Based Classroom

Teaching in the Game-Based Classroom PDF Author: David Seelow
Publisher: CRC Press
ISBN: 1000411737
Category : Education
Languages : en
Pages : 188

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Book Description
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.

Board Games in the CLIL Classroom

Board Games in the CLIL Classroom PDF Author: Thomai Alexiou
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 3110990911
Category : Language Arts & Disciplines
Languages : en
Pages : 276

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Book Description
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.

Game-Based Learning in Education and Health - Part A

Game-Based Learning in Education and Health - Part A PDF Author:
Publisher: Elsevier
ISBN: 0323994598
Category : Science
Languages : en
Pages : 112

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Book Description
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

Serious Educational Game Assessment: Practical Methods and Models for Educational Games, Simulations and Virtual Worlds

Serious Educational Game Assessment: Practical Methods and Models for Educational Games, Simulations and Virtual Worlds PDF Author: L.A. Annetta
Publisher: Springer Science & Business Media
ISBN: 9460913296
Category : Education
Languages : en
Pages : 281

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Book Description
In an increasingly scientific and technological world the need for a knowledgeable citizenry, individuals who understand the fundamentals of technological ideas and think critically about these issues, has never been greater. There is growing appreciation across the broader education community that educational three dimensional virtual learning environments are part of the daily lives of citizens, not only regularly occurring in schools and in after-school programs, but also in informal settings like museums, science centers, zoos and aquariums, at home with family, in the workplace, during leisure time when children and adults participate in community-based activities. This blurring of the boundaries of where, when, why, how and with whom people learn, along with better understandings of learning as a personally constructed, life-long process of making meaning and shaping identity, has initiated a growing awareness in the field that the questions and frameworks guiding assessing these environments should be reconsidered in light of these new realities. The audience for this book will be researchers working in the Serious Games arena along with distance education instructors and administrators and students on the cutting edge of assessment in computer generated environments.