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Several game metrics can be used to assess learing and skill acquisition. These may include time spent on an item, navigation for reference, decisions, number of attempts, or even biometric data. Epistemic Network Analysis (ENA) is effective at measuring  the competency trajectory using the first four of these items. Biometric data can be collected through electronic collection of changes in the face, skin, heat, and brain. 

Both of these measures seem to be somewhat beyond the abilities of most small instructional design operations, although e-learning development applications and LMSs may be able to provide reporting on scores, attempts, and screens visited.

Another downfall of assessment through games is the public display of low scorers leading to embarrassment. This is easily fixed by only displaying the top three on the leaderboard, letting everyone else access scores and rankings privately. Asynchronous games, where students compete against themselves for points or trophies could also solve this.

You need valid data to analyze in order to be sure if your students are learning. I also enjoyed the "stealth" assessments.

Games can help in low stakes assessment where the learner might be less motivated.

 

Pre and post tests are popular ways of measuring outcomes and indicators how learning can be modified. I rarely use pre-tests and feel it would benefit my students if I start doing so.

Games can be used to assess knowledge and to communicate with students.

 

Using games to assess student knowledge and prepare for tests may reduce stress and encourage a fun environment.

Collecting data and techniques are great when used to assess learning in educational games and simulations in general. You will see who needs more help and address those students.

 

I will use the games to asses student performance and as a communication tool. Short assessments or analysis can help to improve a game or support a struggle student.

 

  1. What complex of knowledge, skills or other attributes should be assessed?
  2. What behaviors or performances should reveal those constructs?
  3. What tasks or situations should elicit those behaviors?
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