{"title":"基于循证游戏设计的中小学生信息素养评估数字游戏开发","authors":"Sha Zhu, Jieru Bai, Zhang Ming, Huan Li, H. Yang","doi":"10.1109/ISET55194.2022.00044","DOIUrl":null,"url":null,"abstract":"This study designed and developed a digital game to assess students' information literacy based on Evidence-Centered Game Design (ECGD). The role-playing game, entitled “Guogan's Journey to A Mysterious Planet,” measured students' performance with respect to information literacy. Using the ECGD approach, first, a student model was designed to describe the relevant knowledge, skills, and abilities to be measured. Second, a task model was developed to describe five types of tasks, including multi-choice questions, matching questions, dragging questions, sorting questions, and the maze. Third, an evidence model was proposed, including evidence rules and a measurement model for students' information literacy.","PeriodicalId":365516,"journal":{"name":"2022 International Symposium on Educational Technology (ISET)","volume":"189 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Developing a Digital Game for Assessing Primary and Secondary Students' Information Literacy Based on Evidence-Centered Game Design\",\"authors\":\"Sha Zhu, Jieru Bai, Zhang Ming, Huan Li, H. Yang\",\"doi\":\"10.1109/ISET55194.2022.00044\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This study designed and developed a digital game to assess students' information literacy based on Evidence-Centered Game Design (ECGD). The role-playing game, entitled “Guogan's Journey to A Mysterious Planet,” measured students' performance with respect to information literacy. Using the ECGD approach, first, a student model was designed to describe the relevant knowledge, skills, and abilities to be measured. Second, a task model was developed to describe five types of tasks, including multi-choice questions, matching questions, dragging questions, sorting questions, and the maze. Third, an evidence model was proposed, including evidence rules and a measurement model for students' information literacy.\",\"PeriodicalId\":365516,\"journal\":{\"name\":\"2022 International Symposium on Educational Technology (ISET)\",\"volume\":\"189 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2022-07-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2022 International Symposium on Educational Technology (ISET)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/ISET55194.2022.00044\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2022 International Symposium on Educational Technology (ISET)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ISET55194.2022.00044","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
摘要
本研究设计并开发了一款基于循证游戏设计(Evidence-Centered game Design, ECGD)的数字游戏来评估学生的信息素养。这款名为“郭淦神秘星球之旅”的角色扮演游戏衡量了学生们在信息素养方面的表现。使用ECGD方法,首先,设计一个学生模型来描述要测量的相关知识、技能和能力。其次,建立了一个任务模型,描述了五种类型的任务,包括选择题、匹配题、拖拽题、分类题和迷宫。第三,提出了一个证据模型,包括证据规则和学生信息素养的测量模型。
Developing a Digital Game for Assessing Primary and Secondary Students' Information Literacy Based on Evidence-Centered Game Design
This study designed and developed a digital game to assess students' information literacy based on Evidence-Centered Game Design (ECGD). The role-playing game, entitled “Guogan's Journey to A Mysterious Planet,” measured students' performance with respect to information literacy. Using the ECGD approach, first, a student model was designed to describe the relevant knowledge, skills, and abilities to be measured. Second, a task model was developed to describe five types of tasks, including multi-choice questions, matching questions, dragging questions, sorting questions, and the maze. Third, an evidence model was proposed, including evidence rules and a measurement model for students' information literacy.