Stealth Assessment

Stealth Assessment
Author: Valerie Jean Shute,Matthew Ventura
Publsiher: MIT Press
Total Pages: 102
Release: 2013
Genre: Education
ISBN: 9780262518819

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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.

Games as Stealth Assessments

Games as Stealth Assessments
Author: McCreery, Michael P.,Krach, S. Kathleen
Publsiher: IGI Global
Total Pages: 386
Release: 2023-11-01
Genre: Education
ISBN: 9798369305706

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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.

Innovative Approaches to Teaching and Assessing Teamwork in Higher Education

Innovative Approaches to Teaching and Assessing Teamwork in Higher Education
Author: Cynthia G. Campbell,Iryna Babik,R. Eric Landrum
Publsiher: Taylor & Francis
Total Pages: 246
Release: 2024-02-02
Genre: Education
ISBN: 9781003836926

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This guide will help instructors better understand the skills that underlie effective teamwork, offer strategies for structuring group projects, and provide advice on imparting the knowledge and support that students need to develop highly functional, advanced teamwork skills. Even instructors with a great deal of experience in structuring collaborative learning projects may recognize the gap that exists between their current efforts in providing students with teamwork experiences and effectively training students’ teamwork skills. By drawing on literature from the fields of organizational teamwork and teamwork pedagogy in higher education, the authors identify the processes associated with effective teamwork, relate these processes to teamwork in student teams, and distill and organize strategies for developing students’ teamwork knowledge, skills, and attitudes. Featuring evidence-informed tools, case studies, and best practices, this highly practical text provides everything higher education instructors need to target and advance their students’ teamwork competencies while maximizing the learning benefits of peer collaboration.

Handbook on Digital Learning for K 12 Schools

Handbook on Digital Learning for K 12 Schools
Author: Ann Marcus-Quinn,Tríona Hourigan
Publsiher: Springer
Total Pages: 516
Release: 2016-10-07
Genre: Education
ISBN: 9783319338088

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This book guides the adoption, design, development and expectation of future digital teaching and learning projects/programs in K12 schools. It provides a series of case studies and reports experiences from international digital teaching and learning projects in K12 education. The book also furnishes advice for future school policy and investment in digital teaching and learning projects. Finally, the book provides an explanation of the future capacity and sustainability of digital teaching and learning in K12 schools.

Game Based Assessment Revisited

Game Based Assessment Revisited
Author: Dirk Ifenthaler,Yoon Jeon Kim
Publsiher: Springer Nature
Total Pages: 361
Release: 2019-11-05
Genre: Education
ISBN: 9783030155698

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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.

Technology Enhanced Innovative Assessment

Technology Enhanced Innovative Assessment
Author: Hong Jiao,Robert W. Lissitz
Publsiher: IAP
Total Pages: 307
Release: 2017-11-01
Genre: Education
ISBN: 9781681239316

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Assessment innovation tied to technology is greatly needed in a wide variety of assessment applications. This book adopts an interdisciplinary perspective to learn from advances in developing technology enhanced innovative assessments from multiple fields. The book chapters address the development of virtual assessments including game?based assessment, simulation?based assessment, and narrative based assessment as well as how simulation and game based assessments serve both formative and summative purposes. Further, chapters address the critical challenge of integrating assessment directly into the learning process so that teacher effectiveness and student learning can be enhanced. Two chapters specifically address the psychometric challenges related to innovative items. One chapter talks about evaluating the psychometric properties of innovative items while the other chapter presents a new psychometric model for calibrating innovative items embedded in multiple contexts. In addition, validity issues are addressed related to technology enhanced innovative assessment. It is hoped that the book provides readers with rich and useful information about the development of several types of virtual assessments from multiple perspectives. The authors include experts from industry where innovative items have been used for many years and experts from research institutes and universities who have done pioneering work related to developing innovative items with formative applications to facilitate learning. In addition, expert advice has been provided on validating such work.

The Wiley Handbook of Cognition and Assessment

The Wiley Handbook of Cognition and Assessment
Author: Andre A. Rupp,Jacqueline P. Leighton
Publsiher: John Wiley & Sons
Total Pages: 645
Release: 2016-11-14
Genre: Education
ISBN: 9781118956571

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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

Data Analytics Approaches in Educational Games and Gamification Systems

Data Analytics Approaches in Educational Games and Gamification Systems
Author: Ahmed Tlili,Maiga Chang
Publsiher: Springer Nature
Total Pages: 255
Release: 2019-09-10
Genre: Education
ISBN: 9789813293359

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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.