派博傳思國際中心

標題: Titlebook: Game-Based Assessment Revisited; Dirk Ifenthaler,Yoon Jeon Kim Book 2019 The Editor(s) (if applicable) and The Author(s), under exclusive [打印本頁]

作者: OAK    時間: 2025-3-21 19:29
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作者: dry-eye    時間: 2025-3-21 20:45
Assessing Learning ,, ,, and , Games Revisited: A Heuristic for Emerging Methods and Commercial Off-ic, emergent, and complex. In response to these advancements, considerable effort has been applied to understand how people learn from, with, and within game-based environments. Scientists continue to expand the perspectives and views on humans and their interactions with systems like video games. F
作者: employor    時間: 2025-3-22 03:05
Summative Game-Based Assessment design frameworks from these fields are connected and disconnected. The purpose of this chapter is to extend what has been developed and learned about formative game-based assessments (GBAs) into summative assessment practices. The objective is to answer questions about design principles, good or b
作者: 細查    時間: 2025-3-22 06:58
Stealth Assessment Embedded in Game-Based Learning to Measure Soft Skills: A Critical Reviewes. Numerous studies indicate that well-designed digital games integrated in learning settings can perform both entertainment and educational purposes. Many educators have adopted digital games for building active and engaging learning environments to enhance students’ learning outcomes. However, ga
作者: outset    時間: 2025-3-22 10:32
Intrinsic Motivation in Game-Based Learning Environmentsonal constructs have been investigated. Within this literature, there has been particular emphasis paid to the construct of intrinsic motivation. However, wide variation in the operationalization of intrinsic motivation as well as the employment of numerous brief and unstandardized questionnaires in
作者: superfluous    時間: 2025-3-22 16:04

作者: superfluous    時間: 2025-3-22 18:50

作者: 敵意    時間: 2025-3-22 22:05

作者: Bravura    時間: 2025-3-23 01:35
A Provisional Framework for Multimodal Evaluation: Establishing Serious Games Quality Label for Use h. This chapter depicts an attempt of the Serious Games Association in establishing a provisional framework of multimodal evaluation that can be used to generate quality labels for serious games, particularly in the training and talent development sector. This chapter aims to juxtapose components of
作者: 芭蕾舞女演員    時間: 2025-3-23 07:24
Scaffolding and Assessing Teachers’ Examination of Games for Teaching and Learning 14 pre-service teachers’ knowledge and skills for game-based learning (GBL) around 3 focal areas, namely, game analysis, game integration, and ecological conditions. The chapter illustrates how formative and summative assessments were created using the GaNA framework (a) to support participating pr
作者: 考古學(xué)    時間: 2025-3-23 10:16

作者: inventory    時間: 2025-3-23 16:01

作者: fulmination    時間: 2025-3-23 20:41
Effectiveness of Supply Chain Games in Problem-Based Learning Environment the students to understand specific and complex concepts, such as Supply Chain Management (SCM) concepts. Although many recent studies have identified the benefits of using games in a variety of contexts, there are very limited works on the effectiveness of games as a formative assessment tool in P
作者: Mechanics    時間: 2025-3-24 02:08

作者: 省略    時間: 2025-3-24 05:55
Making a Game of Troublesome Threshold Conceptslopment, assessment, and the overall game experience. In an exploration of best practice and application of GBA in the classroom, it is first necessary to acknowledge where and what the classroom is now? It is the interface where students access and interact with the content. Also, what does GBA loo
作者: 樂意    時間: 2025-3-24 10:01

作者: 現(xiàn)存    時間: 2025-3-24 12:42
Assessing Learning ,, ,, and , Games Revisited: A Heuristic for Emerging Methods and Commercial Off-ed data extracted from games can be informed from an analytics perspective. Specifically, six principles are presented that may help researchers engage in studies that involve the process of learning. These emerged from several years of research and include several key questions associated with spec
作者: Traumatic-Grief    時間: 2025-3-24 18:26

作者: capsaicin    時間: 2025-3-24 19:20
Press Play! How Immersive Environments Support Problem-Solving Skills and Productive Failureve environments without disrupting the flow of gameplay. This type of assessment is known as stealth assessment. We also describe the challenges with assessing productive failure in game-based learning and implications for future research on assessment of learning in immersive environments.
作者: 憤世嫉俗者    時間: 2025-3-24 23:54
New Perspectives on Game-Based Assessment with Process Data and Physiological Signalslearning as well as assessment scenarios. The ubiquitous availability of sensors acquiring physiological data allows for new and noninvasive ways of acquiring objective real-time data that can provide deeper insights into emotional and cognitive states of players. As the technology becomes less expe
作者: 不能平靜    時間: 2025-3-25 06:45

作者: painkillers    時間: 2025-3-25 08:52
Scaffolding and Assessing Teachers’ Examination of Games for Teaching and Learningaints of games through direct and vicarious ways, (b) to document their findings about a game, and (c) to reflect on the possibilities of repurposing a game for curricular use. The chapter concludes with implications for researchers and teacher educators interested in supporting teachers to adopt te
作者: 預(yù)定    時間: 2025-3-25 14:26
Assessing Game-Based Mathematics Learning in Action assessment evolves around four major operational practices: (a) domain competency modeling along with core game mechanics conceptualization; (b) developing task models and the Q-matrix; (c) developing the game log that encompasses performance data capturing, pattern recognition, and observables ext
作者: 裝勇敢地做    時間: 2025-3-25 18:19

作者: 微粒    時間: 2025-3-25 20:56

作者: 輪流    時間: 2025-3-26 00:39

作者: Fibrinogen    時間: 2025-3-26 07:49
Emerging Practices in Game-Based Assessmentp of a content-agnostic stealth assessment with a model of student’s knowledge built into it. The student model will help to adapt the game-play and accommodate the game to an individual learner. Content-agnostic game engineering (CAGE) is a framework that helps provide multiple learning contents wi
作者: 恃強凌弱    時間: 2025-3-26 11:37

作者: osteoclasts    時間: 2025-3-26 12:45

作者: 檔案    時間: 2025-3-26 17:18
A Design-Sequence from New Mexico,ve environments without disrupting the flow of gameplay. This type of assessment is known as stealth assessment. We also describe the challenges with assessing productive failure in game-based learning and implications for future research on assessment of learning in immersive environments.
作者: omnibus    時間: 2025-3-27 00:49
https://doi.org/10.1007/1-4020-2934-9learning as well as assessment scenarios. The ubiquitous availability of sensors acquiring physiological data allows for new and noninvasive ways of acquiring objective real-time data that can provide deeper insights into emotional and cognitive states of players. As the technology becomes less expe
作者: 鐵塔等    時間: 2025-3-27 02:13
Arnold Dashefsky,Karen A. Woodrow-Lafieldlity and relevance in providing a feasible solution to specific problems encountered by practitioners. In practice, specific quality labels are defined, described, classified, and organized according to criteria adopted from the star rating system established by the Dutch Society for Simulation in H
作者: Ibd810    時間: 2025-3-27 08:29

作者: 規(guī)范就好    時間: 2025-3-27 10:19
https://doi.org/10.1007/978-3-319-66676-1 assessment evolves around four major operational practices: (a) domain competency modeling along with core game mechanics conceptualization; (b) developing task models and the Q-matrix; (c) developing the game log that encompasses performance data capturing, pattern recognition, and observables ext
作者: Synchronism    時間: 2025-3-27 14:57

作者: labile    時間: 2025-3-27 21:36

作者: 間諜活動    時間: 2025-3-28 01:01
https://doi.org/10.1057/9781137337153ning experience employs game design of accounting and finance technical threshold concepts to improve user engagement, learning, and assessment outcomes. This is documented via a Gamification Alignment Table and a Gamification Alignment Model and uses a conversational framework to demonstrate GBA as
作者: Systemic    時間: 2025-3-28 02:27

作者: 天真    時間: 2025-3-28 07:24

作者: reflection    時間: 2025-3-28 13:56
Book 2019based assessment.? It features four major themes: what we are measuring in games, how GBA hasinfluenced 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 pract
作者: alcohol-abuse    時間: 2025-3-28 16:27

作者: 陪審團    時間: 2025-3-28 22:31

作者: 影響深遠    時間: 2025-3-29 01:43
Dirk Ifenthaler,Yoon Jeon KimExplores and expounds upon advances in design, implementation and assessment strategies for game-based learning.Showcases international collaborations and current perspectives on assessment in game-ba
作者: Proponent    時間: 2025-3-29 05:06
https://doi.org/10.1007/978-3-030-15569-8Educational Technology; Learning Environments; Instructional design and technology; Technology integrat
作者: monochromatic    時間: 2025-3-29 07:53

作者: infinite    時間: 2025-3-29 14:01
https://doi.org/10.1057/9781137340023ic, emergent, and complex. In response to these advancements, considerable effort has been applied to understand how people learn from, with, and within game-based environments. Scientists continue to expand the perspectives and views on humans and their interactions with systems like video games. F
作者: 浪費時間    時間: 2025-3-29 18:14
Marcelo M. Weber,Marcos S. L. Figueiredo design frameworks from these fields are connected and disconnected. The purpose of this chapter is to extend what has been developed and learned about formative game-based assessments (GBAs) into summative assessment practices. The objective is to answer questions about design principles, good or b
作者: effrontery    時間: 2025-3-29 20:58

作者: Duodenitis    時間: 2025-3-30 01:06

作者: 無力更進    時間: 2025-3-30 06:29

作者: Brocas-Area    時間: 2025-3-30 11:34
A Design-Sequence from New Mexico,ents offer flexibility to design learning and training scenarios that are authentic. Gameplay in immersive environments often requires players to test and refine new strategies when confronted with progressively more challenging scenarios where learning from failure is a function of game design. Ove
作者: 兒童    時間: 2025-3-30 14:03

作者: 搜尋    時間: 2025-3-30 20:20

作者: GROG    時間: 2025-3-30 21:01

作者: JUST    時間: 2025-3-31 02:03

作者: antenna    時間: 2025-3-31 07:01





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