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

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發(fā)表于 2025-3-21 19:29:53 | 只看該作者 |倒序瀏覽 |閱讀模式
書目名稱Game-Based Assessment Revisited
編輯Dirk Ifenthaler,Yoon Jeon Kim
視頻videohttp://file.papertrans.cn/381/380522/380522.mp4
概述Explores 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
叢書名稱Advances in Game-Based Learning
圖書封面Titlebook: Game-Based Assessment Revisited;  Dirk Ifenthaler,Yoon Jeon Kim Book 2019 The Editor(s) (if applicable) and The Author(s), under exclusive
描述.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 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
出版日期Book 2019
關鍵詞Educational Technology; Learning Environments; Instructional design and technology; Technology integrat
版次1
doihttps://doi.org/10.1007/978-3-030-15569-8
isbn_softcover978-3-030-15571-1
isbn_ebook978-3-030-15569-8Series ISSN 2567-8086 Series E-ISSN 2567-8485
issn_series 2567-8086
copyrightThe Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerl
The information of publication is updating

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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
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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
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發(fā)表于 2025-3-22 06:58:43 | 只看該作者
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
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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
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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
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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
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