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2017, HAL (Le Centre pour la Communication Scientifique Directe)
…
4 pages
1 file
This demonstration presents a gamifying use of a new assessment technology, the Peer Learning Assessment System (PeLe), in higher education. By implementing key elements from gaming in a traditional assessment practice, using new technology, students can gain a new understanding of what assessment in higher education could look like: engaging, exciting, interactive, fun and rewarding in terms of new learning experiences. Students will assume the role of players in small teams and acquire a sense of competing against other's teams through quiz-based testing. The students will respond to the quizzes using their own mobile devices. The students will automatically be rewarded points for correct answers and deducted points for wrong answers. Upon completion of the test, the results will be reviewed in a plenary session, where the teams will have the opportunity to close the gap between attained and desired achievements. The overall purpose is to combine the best from two separate research traditions, gaming and assessment, and facilitate more engaging assessment in higher education.
HAL (Le Centre pour la Communication Scientifique Directe), 2017
This demonstration presents a gamifying use of a new assessment technology, the Peer Learning Assessment System (PeLe), in higher education. By implementing key elements from gaming in a traditional assessment practice, using new technology, students can gain a new understanding of what assessment in higher education could look like: engaging, exciting, interactive, fun and rewarding in terms of new learning experiences. Students will assume the role of players in small teams and acquire a sense of competing against other's teams through quiz-based testing. The students will respond to the quizzes using their own mobile devices. The students will automatically be rewarded points for correct answers and deducted points for wrong answers. Upon completion of the test, the results will be reviewed in a plenary session, where the teams will have the opportunity to close the gap between attained and desired achievements. The overall purpose is to combine the best from two separate research traditions, gaming and assessment, and facilitate more engaging assessment in higher education.
HAL (Le Centre pour la Communication Scientifique Directe), 2017
This demonstration presents a gamifying use of a new assessment technology, the Peer Learning Assessment System (PeLe), in higher education. By implementing key elements from gaming in a traditional assessment practice, using new technology, students can gain a new understanding of what assessment in higher education could look like: engaging, exciting, interactive, fun and rewarding in terms of new learning experiences. Students will assume the role of players in small teams and acquire a sense of competing against other's teams through quiz-based testing. The students will respond to the quizzes using their own mobile devices. The students will automatically be rewarded points for correct answers and deducted points for wrong answers. Upon completion of the test, the results will be reviewed in a plenary session, where the teams will have the opportunity to close the gap between attained and desired achievements. The overall purpose is to combine the best from two separate research traditions, gaming and assessment, and facilitate more engaging assessment in higher education.
Assessment & Evaluation in Higher Education, 2007
Alternative methods of assessing student knowledge are useful since assessment is increasingly being emphasized by administrators, accrediting agencies and legislators. A game (team) format to assess students' knowledge of course material was experimentally compared with the traditional format of testing a student who answers individually. Team-game scores were more often correct than individual scores in all comparisons. Team decisions, which involved cooperation within one's group while at the same time competing against other teams, were rarely the result of a single individual deciding on the team answer. Students preferred the game-assessment condition more and also perceived it as a more accurate measure of their course knowledge.
Technology-Based Assessments for …, 2011
This paper describes the characteristics of games and how they can be applied to the design of innovative assessment tasks for formative and summative purposes. Examples of current educational games and game-like assessment tasks in mathematics, science, and English language learning are used to illustrate some of these concepts. We argue that the inclusion of some aspects from gaming technology may have a positive effect in the development of innovative assessment systems (e.g., by supporting the development of highly engaging assessment tasks). However, integrating game elements as part of assessment tasks is a complex process that needs to take into account not only the engaging or motivational aspects of the activity but also the quality criteria that are needed according to the type of assessment that is being developed. 1992). We argue that to achieve these particular goals, several conditions need to exist: (a) students need to be motivated to learn, (b) students need to be provided with appropriate learning opportunities, and (c) an assessment system that provides educational stakeholders with information needed to keep the education system functioning appropriately should be in place. This assessment system should be
Assessment is the action through which a number of elements of knowledge of the students are compared to curricula standards. In the means used, it can remember knowledge tests performed in accordance with the cybernetic-scheme of learning process: INPUT-budget, the material bases, characteristics of students / teachers, social context, energy; PROCESS (all processes) - methodology, teachers' style, educational strategies, activities that influences the students; OUTPUT - students, acquisitions and operational information, skills acquired (knowledge, skills, aptitudes), energy consumption, teaching staff/ non-teaching staff with experience enriched but elderly, dynamic society. Assessment can be achieved through assessment tests: initial, continuously or final. To remove some subjective evaluation errors, loaded by the human factor, the present paper presents an online platform "Quizlet: Learning tools & flashcard". Advantages of “Quizlet” platform are to harness the knowledge, to allow anyone to learn through play. Computer games are the most powerful learning tool.
2012
Feedback is an essential process in regulating complex systems, and it can be found at every level and unit of an ef fi cient educational system, from macrolevels, including entire national education systems, to microlevels of learning processes, including computer games. Therefore, feedback is the overarching concept that helps to explain and interpret the role of assessment in educational games. Feedback involves collecting and processing information about the actual state of a system represented by some key variables and comparing it to certain prede fi ned standards or normative data. Collecting information may involve a number of means, but for assessing some key target variables of education (e.g., students' knowledge and skills), testing has been considered as the most objective and reliable way. Feedback which is used by the learner is considered the most important, distinctive attribute of formative assessment (Taras, 2005). For almost a century, paper-and-pencil tests have been used for educational assessment, but since the emergence of the fi rst computers, they have been used for testing students' knowledge as well. Currently, computerized testing, or more generally, technology-based assessment (TBA) is the most rapidly developing area of educational evaluation (Csapó, Ainley, Bennett, Latour, & Law, 2012). Computerized educational games, on the other hand, focus on teaching, but to maximize their functionality, several assessment mechanisms are embedded in the games to control the learning processes and guide students through the learning
2018
In recent years, the use of gamification in various software application areas is commonly used with success. Gamification is a technique of using game rules, designs and mechanics in non-game applications. Educational testing is an area that can benefit from this technique. It can help motivate, engage and encourage learners to participate in problem-solving and testing. In this research in progress, we propose a gamified peer-testing system called "The Tower of Questions", in the form of a web-based tower defense game. Tower defense games are a subgenre of strategy games commonly found in computer, mobile, and consolebased platforms. Our game is a question and answer game that the students will play with each other. Towers will be created and given to the students each time they ask questions. The students will then attack other students' towers by answering those questions. This will continue until all the towers have either been defended or conquered. We believe this testing system will engage students in testing each other constructively and challengingly.
Proceedings of the 4th International Conference on Higher Education Advances (HEAd'18), 2018
The so-called game-based learning strategies are based on introducing games in the classrooms to improve aspects such as student performance, concentration and effort. Currently, they provide a very useful resource to increase the motivation of university students, generating a better atmosphere among peers and between student and teacher, which in turn is generally translated into better academic results. However, the design of games that successfully achieve the desired teaching-learning objectives is not a trivial task. This work focuses on the design of games that allow the assessment of ICT-related university subjects. Specifically, four different games are proposed, all based on student participation in teams. After undertaking a preliminary evaluation of the different games, and observing the results obtained in different subjects taught by different teachers, the advantages and disadvantages of each game are discussed. This preliminary study will thus serve as an starting point for a more exhaustive study on the designed games, by including an statistical analysis considering the time variable (results in different academic courses).
2015
The community of learning scientists is increasingly valuing games and gamebased learning environments to engage players and learners in their pursuits. In higher education, instructors, especially those who teach game-related topics, attempt to incorporate game principles into the course activities and assessments, and found their efforts motivational for students. I argue that participating in gameful assessments and activities are important for teachers, not only to explore new ways of designing learning experiences, but also to better understand the gaming context of young people they work with. This paper introduces the design of a course that engaged graduate students in the concepts and practices of game-based learning. Specifically, I discuss the design of using avatars and gaining experience points as part of their course activities and assessments mediated by a social media technology, and how learners were engaged in the course in a gameful manner.
In D. Ifenthaler, D. Eseryel, & X. Ge (Eds.). Assessment in game-based learning: Foundations, innovations, and perspectives (pp. 3-10). New York: Springer, 2012
Looking at the historical synopsis of games, an antagonism between games and work is noticeable. However, another important question is present: How can a game be beneficial for life? Games are classified as fully recreational games, serious games for informal context, serious games for formal context, and as assessment games. However, the implementation of assessment features into game-based learning environments is only in its early stages because it adds a very time-consuming step to the design process. Basically, assessment for game-based learning is distinguished between game scoring, external, and embedded assessment. Strength and weaknesses of assessment methodologies are discussed. The chapter concludes that intelligent assessment of game-based learning will be the challenges for the 21st century instructional designers and serious games developers.
Introduction
Gamification, defined as "the use of video game elements in non-gaming systems to improve user experience and engagement" [1], has become a popular technique used in a variety of contexts to motivate people to engage in particular targeted behaviours [2]. In education and employee training, for example, the use of individual game elements is also becoming increasingly popular [2]. The overall purpose is often to provide users with a gamified experience. However, gamified experiences have yet to be accommodated in all parts of the education system. A highly traditional part of this system is assessment practices within higher education. At this educational level, assessment is still considered to be a transmission process in which teachers "give" students feedback on their academic strengths and weaknesses, which students are then supposed to somehow "decode" and convert into concrete actions to improve their understanding and academic progress [3]. There are few, if any, examples of gamifying experiences to increase students' engagement. Nonetheless, learning is at its best when it is active, goal-oriented, contextualized and interesting. Instructional environments should thus be interactive, provide ongoing feedback, grab and sustain attention and have appropriate and adaptive levels of challengein other words, have the features of good games [4].
Peer Learning Assessment System
One2act PeLe (Peer Learning Assessment System) comprises three main components: a central REST service that deals with all the requests from the users, a student client account that allows the students to participate using their (own) devices and a teacher client account that allows the teacher to create and control sessions. Typically, the teacher will prepare a set of questions (i.e. an assessment) and will define the correct answer and the scores awarded for each of them. The scoring model in PeLe is quite flexible allowing for both simple and advanced operation. The teacher can monitor the status of the classroom as the students answer and is therefore able to prepare the feedback/discussion/competition phase. The teacher can then show the aggregated results for all or a subset of the questions and discuss the results in a plenary review session. PeLe supports discussion through interactive visualization. Furthermore, it supports re-voting questions from the defined set and creation of new questions as required by the discussion.
Gamifying Experiences Using PeLe
The students are placed in random teams of three to four players. Each team is given a test with varied quiz questions. First, each player works on the questions individually. This allows the players to process the questions and think through possible arguments for different response options, and thus prepares them for team participation. Then the players will act as a team. Each team must reach an agreement internally within the group before submitting their responses. This is done to emphasize the value of peer collaboration. The teams will be awarded points automatically for correct answers and deducted points for wrong answers. The teacher will have full live coverage of this process.
When the teams have submitted their responses the players will have a short break before they return to the classroom and start a plenary session to review the results. Since the teacher has a clear overview of how each team has performed, he or she can easily identify which areas the students are struggling with and which ones they master, and can then use this information as a guide during the plenary review session. From the students' point of view, this is when the game really begins. During the review, the players will be given several opportunities to re-vote. In other words, they will have an opportunity to change their original, submitted response. They will be awarded double or triple points compared to what they could gain in the original test. This means that those with the lowest score still have the opportunity to win. The teacher chooses the questions he or she wants the players to answer again. It could be questions that the teacher knows the players are struggling with, or questions he or she knows they master. The teacher can also show the players how the different teams have responded as a whole. This would obviously be done without revealing what alternative is correct. Furthermore, the teacher can give the players an academic hint or guidance and ask them to discuss the questions within the teams before re-voting. Each team must now evaluate their original response and discuss whether this was actually correct or not, and whether they are willing to change their original response.
After each re-vote, it is critically important that the teacher goes through the quiz questions and explains why the different alternatives are right or wrong, include the teams and their ways of thinking and thus facilitates student participation and learning experiences. At the end of the plenary review session, the teacher announces the winning team, which is the team with the highest score. From a pedagogical point of view, the gamifying elements have been included to engage the students, and the real winners are those who learned through immediate feedback, teachers' guidance, collaboration and increased engagement.
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