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

IF 6.7 1区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH British Journal of Educational Technology Pub Date : 2023-11-17 DOI:10.1111/bjet.13407
Chioma Udeozor, Fernando Russo Abegão, Jarka Glassey
{"title":"Measuring learning in digital games: Applying a game-based assessment framework","authors":"Chioma Udeozor,&nbsp;Fernando Russo Abegão,&nbsp;Jarka Glassey","doi":"10.1111/bjet.13407","DOIUrl":null,"url":null,"abstract":"<div>\n \n <section>\n \n <p>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.</p>\n </section>\n \n <section>\n \n <div>\n \n <div>\n \n <h3>Practitioner notes</h3>\n <p>What is already known about this topic</p>\n <p>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.</p>\n <p>What this paper adds</p>\n <p>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.</p>\n <p>Implications for practice and/or policy</p>\n <p>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.</p>\n </div>\n </div>\n </section>\n </div>","PeriodicalId":48315,"journal":{"name":"British Journal of Educational Technology","volume":"55 3","pages":"957-991"},"PeriodicalIF":6.7000,"publicationDate":"2023-11-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1111/bjet.13407","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"British Journal of Educational Technology","FirstCategoryId":"95","ListUrlMain":"https://onlinelibrary.wiley.com/doi/10.1111/bjet.13407","RegionNum":1,"RegionCategory":"教育学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"EDUCATION & EDUCATIONAL RESEARCH","Score":null,"Total":0}
引用次数: 0

Abstract

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.

Abstract Image

查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
衡量数字游戏中的学习:应用基于游戏的评估框架
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。
求助全文
约1分钟内获得全文 去求助
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.
期刊最新文献
Issue Information A multimodal approach to support teacher, researcher and AI collaboration in STEM+C learning environments Exploring Twitter as a social learning space for education scholars: An analysis of value‐added contributions to the #TPACK network Youths' relationship with culture: Tracing sixth graders' learning through designing culturally centred multimedia projects Seeking to support preservice teachers' responsive teaching: Leveraging artificial intelligence‐supported virtual simulation
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1