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
書目名稱Game-Based Assessment Revisited影響因子(影響力)
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