Assessment In Game Based Learning

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Assessment in Game-Based Learning

Author : Dirk Ifenthaler,Deniz Eseryel,Xun Ge
Publisher : Springer Science & Business Media
Page : 476 pages
File Size : 49,7 Mb
Release : 2012-06-13
Category : Education
ISBN : 9781461435464

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Assessment in Game-Based Learning by Dirk Ifenthaler,Deniz Eseryel,Xun Ge Pdf

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 Assessment Revisited

Author : Dirk Ifenthaler,Yoon Jeon Kim
Publisher : Springer Nature
Page : 361 pages
File Size : 51,9 Mb
Release : 2019-11-05
Category : Education
ISBN : 9783030155698

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Game-Based Assessment Revisited by Dirk Ifenthaler,Yoon Jeon Kim Pdf

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.

Developments in Current Game-Based Learning Design and Deployment

Author : Felicia, Patrick
Publisher : IGI Global
Page : 454 pages
File Size : 53,7 Mb
Release : 2012-07-31
Category : Education
ISBN : 9781466618657

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Developments in Current Game-Based Learning Design and Deployment by Felicia, Patrick Pdf

Educational gaming is becoming more popular at universities, in the military, and in private business. Multidisciplinary research which explores the cognitive and psychological aspects that underpin successful educational video games is therefore necessary to ensure proper curriculum design and positive learning outcomes. Developments in Current Game-Based Learning Design and Deployment highlights the latest research from professionals and researchers working in the fields of educational games development, e-learning, multimedia, educational psychology, and information technology. It promotes an in-depth understanding of the multiple factors and challenges inherent to the design and integration of game-based Learning environments.

Handbook of Game-Based Learning

Author : Jan L. Plass,Richard E. Mayer,Bruce D. Homer
Publisher : MIT Press
Page : 601 pages
File Size : 47,7 Mb
Release : 2020-02-04
Category : Education
ISBN : 9780262356541

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Handbook of Game-Based Learning by Jan L. Plass,Richard E. Mayer,Bruce D. Homer Pdf

A comprehensive introduction to the latest research and theory on learning and instruction with computer games. This book offers a comprehensive introduction to the latest research on learning and instruction with computer games. Unlike other books on the topic, which emphasize game development or best practices, Handbook of Game-Based Learning is based on empirical findings and grounded in psychological and learning sciences theory. The contributors, all leading researchers in the field, offer a range of perspectives, including cognitive, motivational, affective, and sociocultural. They explore research on whether (and how) computer games can help students learn educational content and academic skills; which game features (including feedback, incentives, adaptivity, narrative theme, and game mechanics) can improve the instructional effectiveness of these games; and applications, including games for learning in STEM disciplines, for training cognitive skills, for workforce learning, and for assessment. The Handbook offers an indispensable reference both for readers with practical interests in designing or selecting effective game-based learning environments and for scholars who conduct or evaluate research in the field. It can also be used in courses related to play, cognition, motivation, affect, instruction, and technology. Contributors Roger Azevedo, Ryan S. Baker, Daphne Bavelier, Amanda E. Bradbury, Ruth C. Clark, Michele D. Dickey, Hamadi Henderson, Bruce D. Homer, Fengfeng Ke, Younsu Kim, Charles E. Kinzer, Eric Klopfer, James C. Lester, Kristina Loderer, Richard E. Mayer, Bradford W. Mott, Nicholas V. Mudrick, Brian Nelson, Frank Nguyen, V. Elizabeth Owen, Shashank Pawar, Reinhard Pekrun, Jan L. Plass, Charles Raffale, Jonathon Reinhardt, C. Scott Rigby, Jonathan P. Rowe, Richard M. Ryan, Ruth N. Schwartz, Quinnipiac Valerie J. Shute, Randall D. Spain, Constance Steinkuehler, Frankie Tam, Michelle Taub, Meredith Thompson, Steven L. Thorne, A. M. Tsaasan

Advancing Educational Research With Emerging Technology

Author : Kennedy, Eugene,Qian, Yufeng
Publisher : IGI Global
Page : 315 pages
File Size : 45,8 Mb
Release : 2019-11-29
Category : Education
ISBN : 9781799811756

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Advancing Educational Research With Emerging Technology by Kennedy, Eugene,Qian, Yufeng Pdf

Advances in technology and media have fundamentally changed the way people perceive research, how research studies are conducted, and the ways data are analyzed/how the findings are presented. Emerging internet-enabled technological tools have enhanced and transformed research in education and the way educators must adapt to conduct future studies. Advancing Educational Research With Emerging Technology provides innovative insights into cutting-edge and long-standing digital tools in educational research and addresses theoretical, methodological, and ethical dimensions in doing research in the digital world. The content within this publication examines such topics as computational linguistics, individualized learning, and mobile technologies. The design of this publication is suited for students, professors, higher education faculty, deans, academicians, researchers, and practitioners looking to expand their research through the use of a broad range of digital tools and resources.

OECD Digital Education Outlook 2021 Pushing the Frontiers with Artificial Intelligence, Blockchain and Robots

Author : OECD
Publisher : OECD Publishing
Page : 252 pages
File Size : 55,7 Mb
Release : 2021-06-08
Category : Electronic
ISBN : 9789264904644

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OECD Digital Education Outlook 2021 Pushing the Frontiers with Artificial Intelligence, Blockchain and Robots by OECD Pdf

How might digital technology and notably smart technologies based on artificial intelligence (AI), learning analytics, robotics, and others transform education? This book explores such question. It focuses on how smart technologies currently change education in the classroom and the management of educational organisations and systems.

Interdisciplinary Design of Game-based Learning Platforms

Author : Fengfeng Ke,Valerie Shute,Kathleen M. Clark,Gordon Erlebacher
Publisher : Springer
Page : 156 pages
File Size : 44,5 Mb
Release : 2018-12-07
Category : Education
ISBN : 9783030043391

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Interdisciplinary Design of Game-based Learning Platforms by Fengfeng Ke,Valerie Shute,Kathleen M. Clark,Gordon Erlebacher Pdf

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.

Game-Based Learning and the Power of Play

Author : Pauline Rooney,Nicola Whitton
Publisher : Cambridge Scholars Publishing
Page : 275 pages
File Size : 51,7 Mb
Release : 2016-08-17
Category : Education
ISBN : 9781443898416

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Game-Based Learning and the Power of Play by Pauline Rooney,Nicola Whitton Pdf

In recent years, there has been growing interest in the use of games to enhance learning across multiple educational levels, and extensive research has shown that games have considerable potential for enhancing learning, motivation and skills development. However, despite a growing acknowledgement of this potential, challenges remain and the use of games in formal education contexts remains far from mainstream. While some studies identify design and development issues as a key barrier – including associated costs – others highlight organisational and infrastructural difficulties involved in implementing games in the classroom. More recently, increasing recognition of these difficulties has led many to explore how gaming elements (rather than fully fledged games) can be used to engage and enhance student learning – a practice now widely referred to as “gamification”. This edited collection of chapters explores the application, potential and challenges of game-based learning and gamification across multiple disciplines and sectors, including psychology, education, business, history, languages and the creative arts. With contributions exploring the use of games across the full educational spectrum – from early childhood education, through to the corporate sector – it provides comprehensive insights into the potential of games and play for facilitating learning and engagement at every life stage.

Stealth Assessment

Author : Valerie Jean Shute,Matthew Ventura
Publisher : MIT Press
Page : 102 pages
File Size : 55,9 Mb
Release : 2013
Category : Education
ISBN : 9780262518819

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Stealth Assessment by Valerie Jean Shute,Matthew Ventura Pdf

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 Learning Across the Disciplines

Author : Carmela Aprea,Dirk Ifenthaler
Publisher : Springer Nature
Page : 427 pages
File Size : 50,7 Mb
Release : 2021-08-02
Category : Education
ISBN : 9783030751425

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Game-based Learning Across the Disciplines by Carmela Aprea,Dirk Ifenthaler Pdf

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.

Game-Based Learning Across the Lifespan

Author : Margarida Romero,Kimberly Sawchuk,Josep Blat,Sergio Sayago,Hubert Ouellet
Publisher : Springer
Page : 154 pages
File Size : 41,5 Mb
Release : 2016-10-22
Category : Education
ISBN : 9783319417974

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Game-Based Learning Across the Lifespan by Margarida Romero,Kimberly Sawchuk,Josep Blat,Sergio Sayago,Hubert Ouellet Pdf

The book provides a systemic view of the state-of-the- art of Digital Game Based Learning (DGBL) across the lifespan, from age-specific game design requirements to technological devices that could overcome child and older adult difficulties in the use of DGBL technologies. Other topics include cross-generational digital game-based learning, workplace gaming, exergaming, serious games to tackle societal challenges,and implications of DGBL across the lifespan for game designers. In addition to the state-of-the-art methodologies provided for age-specific gamedesign, development, implementation and assessment, a significant portion of the book focuses on case studies where DGBL have been designed and implemented in every age groups and in cross-generational situations.

Leading Issues in Games Based Learning

Author : Thomas Connolly
Publisher : Academic Conferences Limited
Page : 207 pages
File Size : 42,6 Mb
Release : 2011
Category : Electronic
ISBN : 9781908272256

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Leading Issues in Games Based Learning by Thomas Connolly Pdf

It has been said that the future will never be the same again, which is undoubtedly true, as is the statement that learning will never the same again. Many of the old rules of learning are being swept away and it is increasingly realised that knowledge of “fact” is less important than understanding of situations. It is now well established that understanding can be facilitated by simulation, which is one of the principles on which games-based learning is founded. Games-based learning is also important because there is so much pressure on the teaching resources available. Demand for learning has never been greater and it is likely to continue to grow exponentially. In this environment games-based learning has come into its own. It has always been true that there has been much to learn from games. Both competitiveness and team work have traditionally be learnt on the playing fields of schools around the world. Strategic thinking has been learnt from games such as Chess, even Checkers, and in a more sophisticated way the board game Diplomacy. With the power available through ICT entirely new games are possible that have a much richer and more engaging potential for learners. This is transforming learning and opening up new avenues for both learners and those who are helping them learn. This book represents some of the leading edge thinking in this field and is highly recommended to academics and training practitioners.

Design, Motivation, and Frameworks in Game-Based Learning

Author : Tan, Wee Hoe
Publisher : IGI Global
Page : 306 pages
File Size : 50,5 Mb
Release : 2018-07-13
Category : Education
ISBN : 9781522560272

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Design, Motivation, and Frameworks in Game-Based Learning by Tan, Wee Hoe Pdf

Game-based learning relates to the use of games to enhance the learning experience. Educators have been using games in the classroom for years, and when tied to the curriculum, commercial games are a powerful learning tool because they are highly engaging and relatable for students. Design, Motivation, and Frameworks in Game-Based Learning is a critical scholarly resource that examines the themes of game-based learning. These themes, through a multidisciplinary perspective, juxtapose successful practices. Featuring coverage on a broad range of topics such as educational game design, gamification in education, and game content curation, this book is geared towards academicians, researchers, and students seeking current research on justifying the roles and importance of motivation in making games fun and engaging for game-based learning practice.

Global Perspectives on Gameful and Playful Teaching and Learning

Author : Farber, Matthew
Publisher : IGI Global
Page : 330 pages
File Size : 43,9 Mb
Release : 2019-12-27
Category : Education
ISBN : 9781799820178

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Global Perspectives on Gameful and Playful Teaching and Learning by Farber, Matthew Pdf

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.

Smart Pedagogy of Game-based Learning

Author : Linda Daniela
Publisher : Springer Nature
Page : 239 pages
File Size : 54,9 Mb
Release : 2021-09-11
Category : Education
ISBN : 9783030769864

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Smart Pedagogy of Game-based Learning by Linda Daniela Pdf

This book addresses the role of appropriate, specialized, structured pedagogy for game-based learning. It is an important reference for researchers who have carried out studies in the field of game-based learning with a focus on the digital learning environment. The educational landscape has dramatically changed in times of global pandemic urging us to search for new solutions, new educational pathways, and new agents for knowledge development. There is a need to support learning by using digital learning materials during remote learning or distance learning, where pedagogically structured game-based learning elements can play a role in motivating students to achieve. Utilizing game-based learning in education is not new, but this book adds substantially to the research base of the topic. The book reveals many new concepts, such as, balancing games and learning, supporting knowledge development, supporting the development of motivation, supporting balanced cognitive load in an effort to avoid ineffective forms of game-based learning