Validity evidence for games as assessment environments

Girlie Delacruz, Gregory K. W. K. Chung, E. Baker
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引用次数: 11

Abstract

This study provides empirical evidence of a highly specific use of games in education— the assessment of the learner. Linear regressions were used to examine the predictive and convergent validity of a math game as assessment of mathematical understanding. Results indicate that prior knowledge significantly predicts game performance. Results also indicate that game performance significantly predicts posttest scores, even when controlling for prior knowledge. These results provide evidence that game performance taps into mathematical understanding. Introduction Games as assessment contexts Games have long been attractive as learning environments given that games can entertain, motivate, and energize us. This report will address a highly specific use of games in education—the assessment of the learner. Games can be used as formative (in-the-processof-learning) assessments, as well as for criterion trials, either to determine the level of performance of an individual or to gauge the speed and agility with which a learner acquires a new set of skills in an unfamiliar game environment (Baker & Delacruz, 2007; Gee, 2008). When designed properly, the underlying game engine can enable increases in challenge, complexity, and the cognitive demands required as the game progresses such that game play can be one form of assessment. Assessment is a process of drawing reasonable inferences about what a person knows by evaluating what they say or do in a given situation. However, it is insufficient to state that an assessment task is or is not valid. Rather, determining the validity of assessment tasks requires creating an argument that examines how well assessments answer the questions they purport to answer, as well as ensuring the data obtained provide the appropriate evidential basis for the claims made about students (American Educational Research Association, American Psychological Association, and National Council for Measurement in Education, Standards for Educational and Psychological Testing, 1999). In this study, we report findings that investigated the validity of a mathematics game as assessment of mathematical understanding by examining the relationship between mathematical knowledge and performance in the game.
游戏作为评估环境的有效性证据
这项研究提供了游戏在教育中高度具体使用的经验证据-学习者的评估。线性回归被用来检验数学游戏作为数学理解评估的预测和收敛有效性。结果表明,先验知识对游戏表现有显著的预测作用。结果还表明,即使在控制先验知识的情况下,游戏表现也能显著预测后测分数。这些结果证明了游戏表现与数学理解有关。长期以来,游戏作为学习环境一直很有吸引力,因为游戏可以娱乐、激励和激励我们。本报告将讨论游戏在教育中的一个非常具体的用途——对学习者的评估。游戏可以用作形成性(在学习过程中)评估,也可以用于标准试验,以确定个人的表现水平,或衡量学习者在不熟悉的游戏环境中获得新技能的速度和敏捷性(Baker & Delacruz, 2007;哎呀,2008)。如果设计得当,潜在的游戏引擎可以随着游戏进程增加挑战、复杂性和认知需求,这样游戏玩法就可以成为一种评估形式。评估是通过评估一个人在特定情况下所说或所做的事情,对他们所知道的事情做出合理推断的过程。然而,仅仅陈述一个评估任务是否有效是不够的。相反,确定评估任务的有效性需要创建一个论证,检验评估如何很好地回答了他们声称要回答的问题,以及确保获得的数据为关于学生的主张提供适当的证据基础(美国教育研究协会,美国心理学协会和国家教育测量委员会,教育和心理测试标准,1999年)。在本研究中,我们通过研究数学知识与游戏表现之间的关系,研究了数学游戏作为数学理解评估的有效性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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