
This is a general discussion forum for the following learning topic:
Gaming and Simulation in Online Learning --> Assessing Student Learning
Post what you've learned about this topic and how you intend to apply it. Feel free to post questions and comments too.
When assessing the student's enjoyment level of a game in learning, the 8 dimensions of EGameFlow should be considered: concentration, goal clarity, feedback, challenge, control, immersion, social interaction, knowledge improvement. I plan to use these 8 dimensions when assessing the utility and effectiveness of gamified activities in the classroom.
I was unfamiliar with the ECD method of evaluating learning during a game (without interrupting it). In the past, I have used pre- and post-tests to assess learning in such situations and games have been used as a means to prepare students for summative evaluations. I need to do more research on ECD. Additionally, I think it is fascinating that EMG and EEG can be used to assess students engagement or learning.
Educational games check learners' actions and give quick feedback, helping them move forward or try again. Feedback keeps learners interested and motivated, even if it's negative. However, adding proper assessments and feedback in games is still challenging for educators.
I feel the assessment of each game and/or simulation is important in perfecting educational learning.
GAmes are important in the student learning process. Analytics provides us useful information to know how the process is evolving.
Games are one of the best ways to engage learners, and there is much data that can be gathered to assess student learning and also discover ways to improve the game/learning environment.
I learn games could help with students comunication, between them and me.
Is posible use some indicators if I want to know how students are learning.
Finally I learn with you that games help teachers and students in virtual class.
Comment on Sandra Byrnes's post: I agree, using games can identify weak students early on, showing areas needed for improvement.
The assessment of educational games and simulations is crucial due to historical skepticism about their educational value. Modern eLearning environments track learner engagement through interactions with content, offering insights and limitations. Games allow for more direct assessment by recording player actions, known as "stealth assessment." This embedded approach provides continuous, real-time feedback on learning progress and engagement, enhancing assessment and learning experiences. It's essential to align game-based assessments with learning objectives and use tools like Evidence-Centered Design (ECD) to ensure assessments are valid and integrated seamlessly into gameplay.
In an online classroom, leveraging game-based assessments can enhance engagement and provide immediate feedback on student learning. Instructors can monitor student progress effectively by integrating assessments directly within educational games without disrupting the learning flow. This approach motivates students and allows for personalized learning experiences tailored to individual learning styles and needs.
As in everything in the educational setting, formative assessments and summative assessments are essential in determining student growth and acquisition of new knowledge. Student scores in the game are only but one clue, and that can be attributed to a number of things, especially in remote learning, where there are many opportunities to game the system.
How important measurement is! I totally agree with the models included in the readings related to measuring participant data. It's impossible to know how to improve without this perspective.
It's very important to assess students progress when using games to test their knowledge.