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Game-Based Assessment Revisited (Hardcover)
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Game-Based Assessment Revisited (Hardcover)

Erschienen 14.11.2019 - Gebunden, 376 Seiten, 241mm x 160mm x 26mm, Sprache(n): eng

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Explores and expounds upon advances in design, implementation and assessment strategies for game-based learningShowcases international collaborations and current perspectives on assessment in game-based learningOffers descriptive case studies showing innovative approaches of game-based assessment
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Bestell-Nr.:
A36164564
Kategorie(n):
Pädagogische Psychologie | Pädagogik: Prüfungen und Beurteilungen | Lehrmittel, Lerntechnologien, E-Learning
ISBN | EAN:
3030155684 | 9783030155681
Stichworte:
Assessmentandresearchmethods, Dashboarddevelopment, DataAnalytics, Digitalgameenvironments, EducationalTechnology, Factorsthatinfluencelearning, Innovativeassessment, Instructionaldesignandtechnology, LearningandInstruction, Practicalimplementationofgame-basesassessment, Productiveperseverance, StealthAssessment, Teachers'professionaldevelopment, datamining, learningenvironments, technologyintegrationinlearningandinstruction, Bildungssystem, Bildungswesen, Didaktik, Unterricht / Didaktik, E-Learning, Lernen / E-Learning, Empirische Sozialforschung, Sozialforschung / Empirische Sozialforschung, Kognitionspsychologie, Psychologie / Kognitionspsychologie, Lernen / Lernmethoden, Lerntechniken, Pädagogik / Pädagogische Psychologie, Pädagogische Psychologie, Psychologie / Pädagogische Psychologie
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Game-Based Assessment Revisited (Hardcover)
Game-Based Assessment Revisited
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194,85 EUR
Kostenloser Versand
The capabilities and possibilities of emerging game-based learning technologies bring about a new perspective of learning and instruction. This, in turn, necessitates alternative ways to assess the kinds of learning that are taking place in the game-based environments. The field has been broadening the focus of assessment in game environments (i.e., what we measure), developing processes and methodologies that go beyond psychometrics practices (i.e., how we go about assessment in games), and implementing the game-based assessment (GBA) in real contexts. The current state of the field calls for a revisit of this topic to understand what we have learned from the research on this topic, and how the GBA work changed how the field thinks about assessment beyond game environments. Accordingly, this comprehensive volume covers the current state of research, methodology, and technology of game-based assessment. It features four major themes: what we are measuring in games, how GBA hasinfluenced how people do assessment beyond games, new methods and practices, and implementations of GBA. The audience for this volume includes researchers, graduate students, teachers, and professional practitioners in the areas of education, instructional design, educational psychology, academic and organizational development, and instructional technology.
Dirk Ifenthaler is Professor and Chair of Learning, Design and Technology at University of Mannheim, Germany and UNESCO Deputy Chair of Data Science in Higher Education Learning and Teaching at Curtin University, Australia. His previous roles include Professor and Director, Centre for Research in Digital Learning at Deakin University, Australia, Manager of Applied Research and Learning Analytics at Open Universities, Australia, and Professor for Applied Teaching and Learning Research at the University of Potsdam, Germany. He was a 2012 Fulbright Scholar-in-Residence at the Jeannine Rainbolt College of Education, at the University of Oklahoma, USA. Dirk's research focuses on the intersection of cognitive psychology, educational technology, data analytics, and organisational learning. His research outcomes include numerous co-authored books, book series, book chapters, journal articles, and international conference papers, as well as successful grant funding in Australia, Germany, and USA.

Yoon Jeon Kim is a research scientist at the Teaching Systems Lab. Yoon Jeon's research centers on the design and development of learning and assessment in technology-rich environments, particularly video games and simulations. She also has been working closely with teachers co-designing curricula that incorporate emerging technologies within STEM domains for the purpose of supporting "21st Century Skills" such as systems thinking and science inquiry.
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