衡量数字游戏中的学习:应用基于游戏的评估框架

IF 6.7 1区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH
Chioma Udeozor, Fernando Russo Abegão, Jarka Glassey
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引用次数: 0

摘要

数字游戏(dg)有可能让学习者沉浸在模拟的现实世界环境中,从而培养情境化和积极的学习体验。这也为学生提供了一个环境,让他们完成需要运用课堂上所学知识和技能的任务,从而为绩效评估提供了机会。虽然广泛用于教学和学习,但在使用数字游戏应用程序进行评估方面存在挑战。在像DGs这样复杂的学习环境中,围绕任务设计评估并不总是那么容易,特别是对于刚开始使用这些技术进行教学的教育工作者来说。本文提出了一个基于游戏的评估框架(GBAF),该框架旨在对教育工作者友好,并有助于设计沉浸式学习环境的评估。该框架在设计内嵌和外部(多项选择题)评估中的应用也被提出。GBAF为设计电脑游戏的两种不同评估提供了一个简单而结构化的基础。它为教育工作者提供了围绕已有游戏设计评估的有用指南。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

Measuring learning in digital games: Applying a game-based assessment framework

Measuring learning in digital games: Applying a game-based assessment framework

Digital games (DGs) have the potential to immerse learners in simulated real-world environments that foster contextualised and active learning experiences. These also offer opportunities for performance assessments by providing an environment for students to carry out tasks requiring the application of knowledge and skills learned in the classroom. Although widely used for teaching and learning, there are challenges in using digital game applications for assessment. Designing assessments around tasks in complex learning environments like DGs is not always easy, particularly for educators new to using these technologies for teaching. This paper presents a game-based assessment framework (GBAF) that is designed to be educator-friendly and useful for the design of assessments for immersive learning environments. The application of the framework to the design of embedded and external (multiple-choice questions) assessments is also presented. The GBAF offered an easy and structured basis for the design of two distinct assessments for a computer game. It provides educators with useful guidelines for designing assessments around pre-existing games.

Practitioner notes

What is already known about this topic

Immersive technologies are increasingly being used for teaching and learning due to their benefits to knowledge and skills acquisition. However, for educators interested in using these tools for formal classroom teaching, there is a lack of resources and guidance on assessment designs and implementations. The most commonly used assessment design framework, the evidence-centred design (ECD), is complicated to use, requiring advanced machine learning skills to implement. This has so far limited its use to large-scale computerised and game-based testing.

What this paper adds

This paper presents a framework developed to guide educators through the design and implementation of assessments when teaching with immersive learning applications. Grounded in the constructive alignment principles and the ECD framework, the game-based assessment framework is designed to help educators align assessment tasks to game tasks and the intended learning outcomes. It also provides step-by-step guidelines for the identification of appropriate immersive applications. It shows the practical application of the framework to the design of embedded (in-game) assessments and external (multiple-choice tests) assessments.

Implications for practice and/or policy

The framework presented in this paper provides a structured and pedagogically sound basis for the design of assessments when measuring performance, or skills and knowledge acquisition with immersive learning applications.

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来源期刊
British Journal of Educational Technology
British Journal of Educational Technology EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
15.60
自引率
4.50%
发文量
111
期刊介绍: BJET is a primary source for academics and professionals in the fields of digital educational and training technology throughout the world. The Journal is published by Wiley on behalf of The British Educational Research Association (BERA). It publishes theoretical perspectives, methodological developments and high quality empirical research that demonstrate whether and how applications of instructional/educational technology systems, networks, tools and resources lead to improvements in formal and non-formal education at all levels, from early years through to higher, technical and vocational education, professional development and corporate training.
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