Stealth Assessment Embedded in Game-Based Learning to Measure Soft Skills: A Critical Review

Author(s):  
Xinyue Ren
Author(s):  
Pilar Martín-Hernández ◽  
Juan Luis Azkue Beteta ◽  
Ana Isabel Gil-Lacruz ◽  
Marta Gil-Lacruz ◽  
Ana Cristina Tesán Tesán

2021 ◽  
Vol 13 (24) ◽  
pp. 13573
Author(s):  
Pilar Martín-Hernández ◽  
Marta Gil-Lacruz ◽  
Ana I. Gil-Lacruz ◽  
Juan Luis Azkue-Beteta ◽  
Eva M. Lira ◽  
...  

Higher Education Instituions (HEIs) should be the driving force behind the training of college students in terms of both hard and soft skills (for example, innovation and teamwork competencies), and they should also do so without neglecting their health and well-being, perhaps more than ever in these complex times of the SARS-CoV2 pandemic. Game-based learning (GBL) could be a powerful and useful tool in this regard. There is, however, some controversy surrounding the use of games for learning purposes in higher education institutions, and most of the research done about this issue corresponds to GBL through digital games. Under this background, the main objective of this study was to test the effect of GBL on the intrinsic motivation (IM), teamwork engagement (TWE), team building (TB), teamwork competence (TWC), and innovation behaviors (IWB) of 142 college students of Health Sciences and Social Work. After rehearsing in small groups, the game was tested (T2). Our results obtained through the differential analyses confirmed that undergraduates were more intrinsically motivated, experienced more TWE, TB, and TWC, and developed more IWB than before playing the game (T1). Therefore, the development of core personal skills might be promoted effectively by games in an efficient, engaging, and motivating way.


2017 ◽  
Vol 66 (2) ◽  
pp. 341-384 ◽  
Author(s):  
Filippos Giannakas ◽  
Georgios Kambourakis ◽  
Andreas Papasalouros ◽  
Stefanos Gritzalis

2020 ◽  
Vol 13 (2) ◽  
pp. 312-325 ◽  
Author(s):  
Wookhee Min ◽  
Megan H. Frankosky ◽  
Bradford W. Mott ◽  
Jonathan P. Rowe ◽  
Andy Smith ◽  
...  

Author(s):  
Dolly Bounajim ◽  
Arif Rachmatullah ◽  
Danielle Boulden ◽  
Bradford Mott ◽  
James Lester ◽  
...  

Digital game-based learning (DGBL) environments are increasingly utilized to facilitate classroom instruction. For the game in our study, a formative stealth assessment tool, in the form of an intelligent tutoring system (ITS) is guided by evidence-centered assessment design (ECD). Cognitive Load Theory and ECD are utilized as diagnostic tools to analyze upsurges in hints delivered by the ITS and inform game design revisions that will promote improved learner support and learning outcomes.


2021 ◽  
Author(s):  
Manuela Oliverio ◽  
Monica Nardi ◽  
Maria Luisa Di Gioia ◽  
Paola Costanzo ◽  
Sonia Bonacci ◽  
...  

Semi-synthesis is an effective strategy to obtain both natural and synthetic analogues of the olive secoiridoids, starting from easy accessible natural compounds.


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