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Stealth Assessment
This method automatically collects the information from the learner when working with rich digital environments. This will help us to assess their... -
Stealth assessment: a theoretically grounded and psychometrically sound method to assess, support, and investigate learning in technology-rich environments
Research fields related to learning (e.g., educational technology and learning sciences) have historically focused on what questions using...
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Evaluating stealth health and environmental conservation education among diverse youth in California: moving towards narrowing disparities
Adolescents living in low-income neighborhoods are at greater risk of engaging in unhealthy behaviors. To promote the adoption of healthy behaviors,...
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Future Directions of Assessment Analytics
This chapter highlights the importance of exploring latent patterns in data collected from learning and assessment environments to develop effective... -
Applying Machine Learning to Augment the Design and Assessment of Immersive Learning Experience
The use of machine learning has seen a remarkable rise in education research with extraordinary potential to enhance immersive learning experience.... -
Serious games in high-stakes assessment contexts: a systematic literature review into the game design principles for valid game-based performance assessment
The systematic literature review (1) investigates whether ‘serious games’ provide a viable solution to the limitations posed by traditional...
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The Future of Assessment in Technology-Rich Environments: Psychometric Considerations
A number of assessment experts have advanced a vision of assessment in schools that relies on ongoing, performance-based, formative assessment. While... -
Assessment for Twenty-First-Century Learning: The Challenges Ahead
This chapter offers firstly, a resume of some of the pressing needs for change in current educational assessment thinking and practice if learners... -
Digital Forms of Assessment in Schools: Supporting the Processes to Improve Outcomes
This chapter discusses the critical roles digital technologies can play in improving assessment outcomes, and thus teaching in schools. It argues... -
Video games for assessing computational thinking: a systematic literature review
Computational thinking (CT) is a widely researched domain. Many researchers around the world have conducted studies to define CT, to develop CT in...
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Stealth Assessment Embedded in Game-Based Learning to Measure Soft Skills: A Critical Review
The chapter aims to discuss how to embed stealth assessment in game-based learning (GBL) to empower learners from theoretical and practical... -
State of the Science on Social and Emotional Learning: Frameworks, Assessment, and Develo** Skills
This chapter provides an overview of the current research and thinking on social and emotional learning. First, it presents several frameworks for... -
The Iteration of Design and Assessment for a Digital Game to Support Reasoning in a College Algebra Course
In this chapter, the authors reported a design-based research project for an educational digital game Functions of the Machine, which was designed to... -
Study 1—The Assessment of Academic Vocabulary: Develo** a Reliable Academic Placement Tool
This chapter reports on a study that has been published in the journal English for Specific Purposes (Silva and Otwinowska in English for Specific... -
Learning Analytics Dashboards in Educational Games
Learning analytics (LA) dashboards refer to digital tools designed to help learners keep track of their progress and goals. There is growing interest... -
Introduction
Pedagogy describes what is being learned and refers to how teaching theory and practice are carried out. It establishes the connection between... -
Silencing Women’s Voices: An Ethnographic Perspective from India and the UAE
This chapter examines gender equality in higher educational institutions (HEIs) in India and the United Arab Emirates, countries that are patriarchal... -
Learning Analytics in Serious Games as Predictors of Linguistic Competence in Students at Risk
The planned systematized design of the use of serious games in the classroom is presented as a strategy to optimize learning. In this framework,...
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Emerging Practices in Game-Based Assessment
Educational assessment has evolved over the past several years from traditional pen and paper-based tests to the use of technology (such as games)... -
The Game Plan: How to Design Curricular Games Within Limits
This chapter explores how constraints inspired creativity in the evolution of the design of game-based classes. It starts with an example of students...