Friday, 11 January 2019

Reading notes on “Assessment in Game-based Learning: Foundations, Innovations, and Perspectives”


Pre-reading questions:

1.       Apart from criterion-referenced, norm-referenced and ipsative assessment which are associated to objectivism, subjectivism, emotivism and relativism, what other assessment methods or approaches can be applied in GBL?



Favorable learning environment:

-          Learner-centered

-          Knowledge-centered

-          Assessment-centered

Key question to be addressed by authors in this book:

-          how do we know if students have learned in games? (cognitive, affective and psychomotor changes)

-          What do we assess? (pre-playing preparation, in-game performance, off-game reflection, four levels of evaluation)

-          How do we assess students’ learning outcomes in a GBL environment? (3 methods)



Three parts of the book:

Part 1: Foundations of GBA

-          Chapter 2: Three frameworks for assessing learning from, with, and in games

-          Chapter 3: Formative assessment – role, theory, construct generation & refinement, test item development

-          Chapter 4: how to embed assessments within games to provide a way to monitor player’s current level on valued competencies, in order to provide learning support

-          Chapter 5: Three things game designers need to know about assessment

Part 2: Technological and methodological innovations for assessing GBL

-          Chapter 6: Patterns of game playing behavior as indicators of mastery

-          Chapter 7: How to build an automated assessment prototype within an open-ended 3D environment

-          Chapter 8: Information-trails approach

-          Chapter 9: Timed report tool  

-          Chapter 10: computer-adaptive testing and hidden Markov modeling – assessing learning dialog

-          Chapter 11: TPACK-PCARD framework and methodology

-          Chapter 12: MAPLET

-          Chapter 13: assessment technologies in educational games for young students

Part 3: Realizing assessment in GBL

-          Chapter 14: interactivity design and assessment framework for educational games to promote motivation and complex problem-solving skills

-          Chapter 15: Measurement principles

-          Chapter 16: how to use institutional data to evaluate game-based instructional designs

-          Chapter 17: incongruous use of 2D media-avatar drawings and 3D media-math-based digital gameplay

-          Chapter 18: Trends in assessing learner motivation

-          Chapter 19: Trends in assessing emotion

-          Chapter 20: Design model for obtaining diverse learning outcomes

-          Chapter 21: Preparing computer games for future learning

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Chapter 2: Three frameworks for assessing learning from, with, and in games
(Copyright of the original publisher)

The decisions involved in integrating educational games in education as they lead and inform assessment

Reaction: There is no actual “frameworks” presented in the paper. Perhaps, the best we can learn from this chapter is how three different games (Brainage, Spore & World of Warcraft) of three different genres (puzzle, simulation game & MMORPG) can be used to assess learning. Nonetheless, the figure included in the chapter can help educators (not game designers though) to think about issues and aspects related to assessment in GBL.



Chapter 3: Formative assessment – role, theory, construct generation & refinement, test item development

Role of formative assessment: to provide

-          information directly to students to inform them of the adequacy of their learning and performance

-          direction for improvement (Wiliam & Black, 1996)

Two types of evidence that can be collected during formative assessment (Wiliam & Black, 1996):

-          Purposive = evidence collected through deliberate provision of assessments to students

-          Incidental = evidence that is spontaneously and continuously generated

Two ways of formative assessment administration:

-          Through a teacher [employs debriefing sessions (Delacrus, 2010)]

o   Students respond to questions orally or in writing; teacher gives feedback accordingly

o   Teacher uses rubrics to guide assessment in debriefing sessions

o   Teacher provides rubrics directly to students, allowing students to self-assess or assess the performance of peers.

o   If scoring rules for the games are tied to learning goals, then tying the rubric to scoring rules can make assessment transparent (Delacruz, 2010)  

-          Embedded within a game

Theory underlying formative assessment:

How to generate construct

How to refine construct after generation

How to develop test items