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Assessing Student Learning | Origin: EL115

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.

Learner love feedback specially positive feedbacks. By implementing stealth assessments into the gaming/simulations would allow students get an immediate feedback that can motivate to be further challenged.

Assessment is an important factor to measure the level of learning and application of it for students. Although, there are some challenges such as not ethically take the assessment, it is a necessary tool to interract more the students in process of learning. 

Assesment should help the engagement of the learner and help to control with evidence of knowledgement

This was great information

Online games rely on giving the user feedback. Feedback motivates and stimulates action. 

The 8 dimensions of EGameflow are a really interesting theory for assessing students' enjoyment of a game. 

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.

Extrinsic factors are the best motivators in a game.

This process is very good and I need to study it more

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.

Los juegos son una herramienta potente en el proceso de enseñanza.

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.

Both the challenges of assessments and the importance and variety of it.

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.

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