This link has been bookmarked by 19 people . It was first bookmarked on 14 Feb 2007, by xavierfouilleux.
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08 Oct 10
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28 Jul 10
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06 Jan 10
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Open-ended simulations can support a wide range of possible solutions. Which one is more correct?
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What is "cheating" in the context of serious games?
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Open-ended simulations can support a wide range of possible solutions. Which one is more correct?
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What is "cheating" in the context of serious games?
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- Completion Assessment - Did the player complete the lesson or pass the test?
- In-Process Assessment - How did the player choose his or her actions? Did he or she change their mind? If so, at what point? And so on.
- Teacher Evaluation - Based on observations of the student, does the teacher think the student now knows/understands the material?
Of note, there are three main types of assessment used in serious games:
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- Time required to complete the lesson;
- Number of mistakes made;
- Number of self-corrections made; and more.
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16 Sep 09
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This may come as a surprise to many game developers. James Paul Gee, though, the author of What Video Games Have to Teach Us About Learning and Literacy, argues in his book that the best video game designs demonstrate sound educational technique. Specifically, many games designers (whether intentionally or otherwise) build complex learning and progression into their games. In the game development industry, we call these "tutorials."
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- How do you show that the students are learning what you claim they are learning?
- How do you know that what you are measuring is what you think you are measuring?
According to Ferguson, too many people assume that any game will teach and be helpful regardless of the software's actual capability. The core questions to ponder, he says, are:
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Some companies like PIXELearning, of Coventry, UK, are already devising such pedagogy and assessment engines into their products. PIXELearning utilizes its own proprietary engine, called Learning Beans, to integrate assessment methodologies into its game-based business simulations. Managing Director Kevin Corti says, "Entertainment game developers frequently encounter frustration when they are required to do this but it is a crucial aspect of games for learning purposes. A simple post-game multiple-choice questionnaire will not suffice."
"Assessment starts pre-game," Corti continues, "runs all the way through [the game] and continues after the game." An important feature of this built-in assessment is the way the game adapts to the player's behavior and gives the player the appropriate feedback. Players come to understand the connection between their in-game actions and the outcomes. Meanwhile, the teacher receives detailed assessment results to properly gauge the student's progress. In addition, the assessment engine leads the student through a series of qualitative questions such as "You just choose to do X. What was your basis for this decision? Why did you not choose Y?" Thus, the teacher has a lot of information available to judge how well the student really does understand the material being taught.
All of this creates what Corti calls "authentic learning." Since the learning in the game is personally meaningful and relevant, the serious game provides the student with the opportunity to practice and apply skills needed in the real world.
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"[Serious games] will not grow as an industry unless the learning experience is definable, quantifiable and measurable," Corti says. "Assessment is the future of serious games."
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19 Apr 09
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15 Feb 09
Randy Kulmanissues re assessing whether one learns from games
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23 Dec 08
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12 Jul 08
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04 Jun 08
bearclauarticle to blog about. The use of games as a training assessment
ArticleToRead elearning article simulation Assessment Education
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15 Jan 08
David WarlickIn Houston, Texas, a new hire steps onto a simulated offshore drilling platform and rehearses safety protocols. In Washington, D.C., a firefighter surveys a digital raging forest fire and chooses locations for trenches and firebreaks. A soldier in Iraq pr
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21 Dec 07
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26 Feb 07
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So, rather than only translating traditional testing methods like MCQs into serious games, designers of serious games can also build on the methods that have worked in mainstream video games. That isn't to say that game designers already know everything there is to know about testing and other pedagogical methods. Nor are we saying that traditional testing methods have no place in a game environment. Instead, both game designers and educational professionals need to work together in developing serious games as a new teaching tool.
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13 Jul 06
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19 Jan 06
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