Learning analytics application to examine validity and generalizability of game-based assessment for spatial reasoning

被引:7
|
作者
Kim, Yoon Jeon [1 ]
Knowles, Mariah A. [1 ]
Scianna, Jennifer [1 ]
Lin, Grace [2 ]
Ruiperez-Valiente, Jose A. [3 ]
机构
[1] Univ Wisconsin, Curriculum & Instruct, Madison, WI 53715 USA
[2] MIT, Educ Arcade, 77 Massachusetts Ave, Cambridge, MA 02139 USA
[3] Univ Murcia, Informat & Commun Engn, Murcia, Spain
基金
美国国家科学基金会;
关键词
enjoyment; game-based assessment; generalizability; learning analytics; spatial reasoning; validity; COMPUTER GAMES; GENDER; ENJOYMENT; THINKING; ABILITY;
D O I
10.1111/bjet.13286
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
Game-based assessment (GBA), a specific application of games for learning, has been recognized as an alternative form of assessment. While there is a substantive body of literature that supports the educational benefits of GBA, limited work investigates the validity and generalizability of such systems. In this paper, we describe applications of learning analytics methods to provide evidence for psychometric qualities of a digital GBA called Shadowspect, particularly to what extent Shadowspect is a robust assessment tool for middle school students' spatial reasoning skills. Our findings indicate that Shadowspect is a valid assessment for spatial reasoning skills, and it has comparable precision for both male and female students. In addition, students' enjoyment of the game is positively related to their overall competency as measured by the game regardless of the level of their existing spatial reasoning skills. Practitioner notes What is already known about this topic: Digital games can be a powerful context to support and assess student learning. Games as assessments need to meet certain psychometric qualities such as validity and generalizability. Learning analytics provide useful ways to establish assessment models for educational games, as well as to investigate their psychometric qualities. What this paper adds: How a digital game can be coupled with learning analytics practices to assess spatial reasoning skills. How to evaluate psychometric qualities of game-based assessment using learning analytics techniques. Investigation of validity and generalizability of game-based assessment for spatial reasoning skills and the interplay of the game-based assessment with enjoyment. Implications for practice and/or policy: Game-based assessments that incorporate learning analytics can be used as an alternative to pencil-and-paper tests to measure cognitive skills such as spatial reasoning. More training and assessment of spatial reasoning embedded in games can motivate students who might not be on the STEM tracks, thus broadening participation in STEM. Game-based learning and assessment researchers should consider possible factors that affect how certain populations of students enjoy educational games, so it does not further marginalize specific student populations.
引用
收藏
页码:355 / 372
页数:18
相关论文
共 50 条
  • [21] Exploring Competition and Collaboration Behaviors in Game-Based Learning with Playing Analytics
    Sanchez, Eric
    Mandran, Nadine
    DATA DRIVEN APPROACHES IN DIGITAL EDUCATION, 2017, 10474 : 467 - 472
  • [22] Multimodal learning analytics for game-based assessment of collaborative problem solving skills among young students
    Liu, Yiming
    Ma, Zhengyang
    Ng, Jeremy Tzi Dong
    Hu, Xiao
    FIFTEENTH INTERNATIONAL CONFERENCE ON LEARNING ANALYTICS & KNOWLEDGE, LAK 2025, 2025, : 963 - 969
  • [23] Game-based learning
    Reena Wadia
    British Dental Journal, 2024, 237 (10) : 793 - 793
  • [24] Assessment in Game-Based Learning: Foundations, Innovations, and Perspectives
    Zourou, Katerina
    LANGUAGE LEARNING & TECHNOLOGY, 2014, 18 (03): : 47 - 51
  • [25] Application of Adaptive Game-Based Learning in Image Interpretation
    Streicher, Alexander
    Roller, Wolfgang
    Biegemeier, Christian
    PROCEEDINGS OF THE 11TH EUROPEAN CONFERENCE ON GAMES BASED LEARNING (ECGBL 2017), 2017, : 975 - 978
  • [26] Bloody Buddy: A Biology Game-Based Learning Application
    Kongvitayanont, Varisara
    Pipitrat, Pattraporn
    Sathong, Kwansajee
    Tangsripairoj, Songsri
    2017 6TH ICT INTERNATIONAL STUDENT PROJECT CONFERENCE (ICT-ISPC), 2017,
  • [27] APPLICATION OF THE GAME-BASED LEARNING TECHNOLOGIES IN BIOMEDICAL TEACHING
    Fraguas Sanchez, A., I
    Martin Sabroso, C.
    Fernandez Carballido, A.
    Torres Suarez, A., I
    14TH INTERNATIONAL TECHNOLOGY, EDUCATION AND DEVELOPMENT CONFERENCE (INTED2020), 2020, : 2268 - 2273
  • [28] Requirements Elicitation for Game-based Language Learning Application
    Ishaq, Kashif
    Rosdi, Fadhilah
    Zin, Nor Azan Mat
    Abid, Adnan
    4TH INTERNATIONAL CONFERENCE ON INNOVATIVE COMPUTING (IC)2, 2021, : 86 - 94
  • [29] The application of game-based learning in early childhood acquisition
    20151000608718
    (1) APP Department, Kizi Lab Inc., Taiwan; (2) Graduate School of Curriculum and Instruction, National Taipei University of Education, Taiwan; (3) Department of Early Childhood Care and Education, Cheng Shiu University, Taiwan, 1600, (Asia-Pacific Society for Computers in Education, No. 300, Jhongda Road, Jhongli City,, Taoyuan County, 32001, Taiwan):
  • [30] MAKING SENSE OF GAME-BASED USER DATA: LEARNING ANALYTICS IN APPLIED GAMES
    Steiner, Christina M.
    Kickmeier-Rust, Michael D.
    Albert, Dietrich
    PROCEEDINGS OF THE INTERNATIONAL CONFERENCE - E-LEARNING 2015, 2015, : 195 - 198