Stealth Literacy Assessments via Educational Games

Comput. Pub Date : 2023-06-25 DOI:10.3390/computers12070130
Ying Fang, Tong Li, Linh Huynh, Katerina Christhilf, Rod D. Roscoe, D. McNamara
{"title":"Stealth Literacy Assessments via Educational Games","authors":"Ying Fang, Tong Li, Linh Huynh, Katerina Christhilf, Rod D. Roscoe, D. McNamara","doi":"10.3390/computers12070130","DOIUrl":null,"url":null,"abstract":"Literacy assessment is essential for effective literacy instruction and training. However, traditional paper-based literacy assessments are typically decontextualized and may cause stress and anxiety for test takers. In contrast, serious games and game environments allow for the assessment of literacy in more authentic and engaging ways, which has some potential to increase the assessment’s validity and reliability. The primary objective of this study is to examine the feasibility of a novel approach for stealthily assessing literacy skills using games in an intelligent tutoring system (ITS) designed for reading comprehension strategy training. We investigated the degree to which learners’ game performance and enjoyment predicted their scores on standardized reading tests. Amazon Mechanical Turk participants (n = 211) played three games in iSTART and self-reported their level of game enjoyment after each game. Participants also completed the Gates–MacGinitie Reading Test (GMRT), which includes vocabulary knowledge and reading comprehension measures. The results indicated that participants’ performance in each game as well as the combined performance across all three games predicted their literacy skills. However, the relations between game enjoyment and literacy skills varied across games. These findings suggest the potential of leveraging serious games to assess students’ literacy skills and improve the adaptivity of game-based learning environments.","PeriodicalId":10526,"journal":{"name":"Comput.","volume":"15 1","pages":"130"},"PeriodicalIF":0.0000,"publicationDate":"2023-06-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Comput.","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.3390/computers12070130","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

Abstract

Literacy assessment is essential for effective literacy instruction and training. However, traditional paper-based literacy assessments are typically decontextualized and may cause stress and anxiety for test takers. In contrast, serious games and game environments allow for the assessment of literacy in more authentic and engaging ways, which has some potential to increase the assessment’s validity and reliability. The primary objective of this study is to examine the feasibility of a novel approach for stealthily assessing literacy skills using games in an intelligent tutoring system (ITS) designed for reading comprehension strategy training. We investigated the degree to which learners’ game performance and enjoyment predicted their scores on standardized reading tests. Amazon Mechanical Turk participants (n = 211) played three games in iSTART and self-reported their level of game enjoyment after each game. Participants also completed the Gates–MacGinitie Reading Test (GMRT), which includes vocabulary knowledge and reading comprehension measures. The results indicated that participants’ performance in each game as well as the combined performance across all three games predicted their literacy skills. However, the relations between game enjoyment and literacy skills varied across games. These findings suggest the potential of leveraging serious games to assess students’ literacy skills and improve the adaptivity of game-based learning environments.
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
通过教育游戏进行隐形素养评估
扫盲评估对有效的扫盲教学和培训至关重要。然而,传统的纸本读写能力评估通常是脱离语境的,可能会给考生带来压力和焦虑。相比之下,严肃游戏和游戏环境允许以更真实、更吸引人的方式评估素养,这有可能提高评估的有效性和可靠性。本研究的主要目的是研究一种利用游戏在智能辅导系统(ITS)中暗中评估阅读理解策略训练的读写技能的新方法的可行性。我们调查了学习者的游戏表现和乐趣在多大程度上预测了他们在标准化阅读测试中的分数。Amazon Mechanical Turk的参与者(n = 211)在iSTART中玩了三款游戏,并在每次游戏后自我报告他们的游戏享受程度。参与者还完成了盖茨-麦金蒂阅读测试(GMRT),其中包括词汇知识和阅读理解测试。结果表明,参与者在每个游戏中的表现以及在所有三个游戏中的综合表现预测了他们的读写能力。然而,游戏乐趣与识字技能之间的关系在不同游戏中有所不同。这些发现表明,利用严肃游戏来评估学生的读写能力和提高基于游戏的学习环境的适应性是有潜力的。
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
自引率
0.00%
发文量
0
期刊最新文献
A U-Net Architecture for Inpainting Lightstage Normal Maps Implementing Virtualization on Single-Board Computers: A Case Study on Edge Computing Electrocardiogram Signals Classification Using Deep-Learning-Based Incorporated Convolutional Neural Network and Long Short-Term Memory Framework The Mechanism of Resonant Amplification of One-Dimensional Detonation Propagating in a Non-Uniform Mixture Application of Immersive VR Serious Games in the Treatment of Schizophrenia Negative Symptoms
×
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