Game Based Assessment
Game Based Assessment
Game Based Assessment
Children love video games. 91% of school-aged children (ages 2 – 17) in the US play
electronic games. In today's world, the more comfortable children are with technology, the better
equipped they will be to stay on top of it. In our increasingly digital world, we can leverage their
use for instructional purposes. A study at NYU found that gaming encourages students to become
more engaged in their learning and to become confident about their skills. But can we use them
Game-Based Assessment
tests or quizzes, game-based assessments utilize the fun and interactive aspects of games to
measure the proficiency of students in a specific area. Games provide learners with more
examples to practice compared to traditional methods. In traditional practice, the teacher sets up
examples beforehand, but in digital practice, the computer generates numerous examples. The
computer can repeat concepts with different examples for those who need more practice or
generate more challenging examples for quick learners. Additionally, digital practice offers
immediate feedback, whereas traditional practice requires students to wait until they measure a
few items before getting feedback from the instructor. For example, apps like Duolingo provide
bite-sized lessons with interactive exercises, check the learner’s progress, and curate the lessons
Another boon of using interactive game tools for assessment in classrooms is that they
require zero setup. Students can open a browser, practice, and just close the browser. Therefore,
teachers can offer students practice on the fly if a lesson runs short or if individual students finish
their work early. In addition, absent students can practice at home. Since several studies have
shown that achievement is linked to application and repeated practice, the ability to have
students practice measuring skills at a moment’s notice potentially could lead to students getting
Challenges
studying how students learn with digital games in K-12 classrooms. Understanding how students
connect the game used in the classroom to the curriculum involved considering previous, current,
and future learning experiences across different subjects. If we see digital games as just one of
many tools supporting learning in a diverse curriculum, we need to account for how students
draw meaning from various educational resources. It's difficult to attribute assessment only to a
specific medium, like a digital game. Creating and using game-based assessments can be
challenging for teachers who try to bring digital games into the classroom. Designing these
assessments can be tedious, as it takes a lot of time and resources, and most teachers are not too
enthusiastic about it. The whole process is complicated, time-consuming, and needs fancy
Even though digital games are just a bit over 50 years old, they have become incredibly
popular around the world, both economically and culturally. People's attitudes toward games
have changed, and now they are seen as a valuable form of entertainment and more. Now, the
current research on games is broader and recognizes that games are a cultural and social activity
that affects how we see the world. Even though digital games can be used for teaching and
learning, there are difficulties in using them for assessment. Creating assessments based on tasks
in intricate learning environments like digital games can be challenging. But as the world gets
more digitalized, the education system and the assessment strategies will change as well.
based learning and assessment have a huge potential. As many studies have shown, using games
helps in the active participation of students. I am sure that the challenges that we face regarding
the game-based assessment can be overcome soon. I am confident that game-based assessment
will help a lot for students with exceptionalities. In the near future, we can expect to see students
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