Serious Games as Assessment Tools: Visualizing Sustainable Creative Competence in the Field of Retail

Author(s):  
Susanne Weber ◽  
Mona Off ◽  
Tobias Hackenberg ◽  
Matthias Schumann ◽  
Frank Achtenhagen
10.28945/4441 ◽  
2019 ◽  
Vol 18 ◽  
pp. 437-466 ◽  
Author(s):  
Emmanuel Fokides ◽  
Penelope Atsikpasi ◽  
Polyxeni Kaimara ◽  
Ioannis Deliyannis

Aim/Purpose: This work examines which factors influence user views on the learning effectiveness of serious games. For that matter, a model was developed and tested. Background: Although the impact of serious games on learning is their most widely ex-amined aspect, research is spread thin across a large number of studies having little in common in terms of their settings, samples, and learning sub-jects. Also, there is a lack of consensus regarding which factors have an im-pact on their effectiveness. The most significant problem seems to be the fact that most assessment tools examined just a few factors. Methodology: The initial model included eleven factors responsible for shaping the learning outcomes, belonging to four groups: (a) content, (b) technical features, (c) user state of mind, and (d) learning enabling features. All possible relationships between these factors and subjective learning effectiveness were examined. Data were collected using the Serious Games Evaluation Scale. The target group was 483 university students who played two serious games. The model was tested using covariance-based structural equation modeling. Contribution: The study offers the prototype of a rather complex model, accurately explaining the intricate relationships between the substantial number of factors that were measured and their impact on user views regarding the subjective learning effectiveness of serious games. Findings: The final model fit statistics were very good, and 58.4% of the variance in subjective learning effectiveness was explained. The factor with the most significant impact was enjoyment, followed by subjective narration quality and realism. Quite interestingly, motivation did not have any effect on subjective learning effectiveness, while subjective feedback quality was not included as a construct in the final model. Moreover, the subjective ease of use and audiovisual fidelity had a minimal impact on other factors. Finally, the model proved to be invariant across genders and across the serious games that were used. Recommendations for Practitioners: Serious game developers can use the model so as to decide on which factors to focus, depending on their needs. Educators and education policymakers can also benefit from the model’s use, together with scales evaluating the quality of educational software. By assessing technical and content features and by using the model as a blueprint, they can envisage how enjoyable and motivating a serious game might be, as well as how it is going to impact user views regarding its learning effectiveness. Recommendation for Researchers: Researchers can use the model in order to understand what shapes the learning experience of users when they play serious games. They can also use it for understanding the interactions between different the factors that come into play. Future Research: Several alternative models have to be tested so as to develop a much simpler one which, at the same time, will have the capacity to adequately explain what users think of serious games. Several different target groups and serious games have to be examined in order to establish that the model is indeed invariant across a wide range of serious games genres and users. Finally, an interesting idea is to examine the relationship between subjective and objective learning effectiveness.


2021 ◽  
Vol 8 (4) ◽  
pp. 723-737
Author(s):  
MARIA TOUNTOPOULOU ◽  
Fotini Vlachaki ◽  
Petros Daras ◽  
Nicholas Vretos ◽  
Aristeidis Christoforidis

In the new context of transitional, mobilised and globalised labour markets, an urgent need has emerged for meaningful assessment tools, methods and techniques to measure and recognize the workers’ skills. This paper aims to present a novel approach in skill assessment developed under NADINE H2020 project, the indirect skill assessment, as an alternative or supplement to the traditional selection methods. AI technology is utilised to facilitate the indirect skill assessment via two agnostic content serious games (Tetris and 2048), based on the evaluation of an individual’s performance in playing a game outside a situational judgement test (SJT) context. Novel datasets have been developed, comprised of game sessions and the corresponding skill assessments of the players through validated psychometric questionnaires, which were the basis for the algorithm training that would provide the estimation of a player’s skillset.  The trained neural models for both games proved to have strong skill assessment capabilities, indicating that there is indeed a correlation between a person’s action sequence and his/her different skills.    


2011 ◽  
pp. 1712-1749 ◽  
Author(s):  
Miguel A. Garcia-Ruiz ◽  
Jayshiro Tashiro ◽  
Bill Kapralos ◽  
Miguel Vargas Martin

In this chapter, the authors examine different types of serious games for healthcare education and pose some hard questions about what they know and do not know about their effectiveness. As part of our analysis, the authors explore general aspects of the use of educational simulations as teaching-learning-assessment tools, but try to tease out how to study the potential such tools might have for leading students toward developing misconceptions. Being powerful instruments with the potential of enhancing healthcare education in extraordinary ways, serious games and simulations have the possibility of improving students’ learning and skills outcomes.Their contribution is an overview of current education technologies related to serious games and simulations with a perspective of potential development of misconceptions in the healthcare education community, with a special focus on millennial students. In addition, the authors provide insight on evidence-based learning and give a perspective of future trends.


Author(s):  
Miguel A. Garcia-Ruiz ◽  
Jayshiro Tashiro ◽  
Bill Kapralos ◽  
Miguel Vargas Martin

In this chapter, the authors examine different types of serious games for healthcare education and pose some hard questions about what they know and do not know about their effectiveness. As part of our analysis, the authors explore general aspects of the use of educational simulations as teaching-learning-assessment tools, but try to tease out how to study the potential such tools might have for leading students toward developing misconceptions. Being powerful instruments with the potential of enhancing healthcare education in extraordinary ways, serious games and simulations have the possibility of improving students’ learning and skills outcomes.Their contribution is an overview of current education technologies related to serious games and simulations with a perspective of potential development of misconceptions in the healthcare education community, with a special focus on millennial students. In addition, the authors provide insight on evidence-based learning and give a perspective of future trends.


2020 ◽  
Vol 9 (3) ◽  
pp. 330-339
Author(s):  
N. A. A. Zaki ◽  
N. Z. M. Zain ◽  
N. A. Z. M. Noor ◽  
H. Hashim

Utilizing serious games as teaching aid can stimulate students’ interest in learning and enhancing students’ understanding of STEM learning. The use of serious game on learning analytics for STEM learning provides assessment data to measure students’ performances and achievements of predefined learning outcomes. While numerous researches on learning analytic in serious games have been conducted, studies on their association with STEM learning are scarce. Past studies also indicate that teachers use serious games in teaching but yet to utilize serious games as assessment tools. This situation leads to the need of developing a conceptual model of learning analytics in serious games for STEM education (APPS-STEM). The conceptual model was initially developed through the focus group approach and literature review to examine the learning metrics of serious games, which is appropriate for STEM learning before being verified by experts. Based on the result from expert review, the conceptual model of APPS-STEM contains nine themes, namely effectiveness, problem-solving thinking and creativity, flexibility, key stakeholders, emotions, serious game design, curriculum profiles, learning profiles, and target user norms. This conceptual model is expected to serve as a guide for stakeholders to implement learning analytics in serious games design for STEM learning. Further study will be the development of serious game prototypes to determine the effectiveness of the APPS-STEM model in the STEM learning paradigm.


1983 ◽  
Vol 14 (1) ◽  
pp. 7-21 ◽  
Author(s):  
Robert E. Owens ◽  
Martha J. Haney ◽  
Virginia E. Giesow ◽  
Lisa F. Dooley ◽  
Richard J. Kelly

This paper examines the test item content of several language assessment tools. A comparison of test breadth and depth is presented. The resultant information provides a diagnostic aid for school speech-language pathologists.


Author(s):  
Kristen Izaryk ◽  
Robin Edge ◽  
Dawn Lechwar

Purpose The purpose of this article is to explore and describe the approaches and specific assessment tools that speech-language pathologists are currently using to assess social communication disorders (SCDs) in children, in relation to current best practices. Method Ninety-four speech-language pathologists completed an online survey asking them to identify which of the following approaches they use to assess children with SCD: parent/teacher report, naturalistic observation, formal assessment, language sample analysis, interviews, semistructured tasks, and peer/self-report. Participants were also asked to identify specific assessment tools they use within each approach. Results Participants most commonly assess SCDs by combining interviews, naturalistic observation, language sampling, parent/teacher report, and formal assessment. Semistructured tasks and peer/self-report tools were less frequently utilized. Several established parent/teacher report and formal assessment tools were commonly identified for assessing SCDs. Most participants use an informal approach for interviews, language sampling, and naturalistic observations in their SCD assessment process. Conclusions Generally, participants follow best practices for assessing SCDs by combining several different approaches. Some considerations for future assessment are identified, including the use of established protocols in the place of informal approaches in order to make the assessment of SCDs more systematic. Future directions for research are discussed.


2020 ◽  
Vol 51 (4) ◽  
pp. 914-938
Author(s):  
Anna Cronin ◽  
Sharynne McLeod ◽  
Sarah Verdon

Purpose Children with a cleft palate (± cleft lip; CP±L) can have difficulties communicating and participating in daily life, yet speech-language pathologists typically focus on speech production during routine assessments. The International Classification of Functioning, Disability and Health: Children and Youth Version (ICF-CY; World Health Organization, 2007 ) provides a framework for holistic assessment. This tutorial describes holistic assessment of children with CP±L illustrated by data collected from a nonclinical sample of seven 2- to 3-year-old children, 13 parents, and 12 significant others (e.g., educators and grandparents). Method Data were collected during visits to participants' homes and early childhood education and care centers. Assessment tools applicable to domains of the ICF-CY were used to collect and analyze data. Child participants' Body Functions including speech, language, and cognitive development were assessed using screening and standardized assessments. Participants' Body Structures were assessed via oral motor examination, case history questionnaires, and observation. Participants' Activities and Participation as well as Environmental and Personal Factors were examined through case history questionnaires, interviews with significant others, parent report measures, and observations. Results Valuable insights can be gained from undertaking holistic speech-language pathology assessments with children with CP±L. Using multiple tools allowed for triangulation of data and privileging different viewpoints, to better understand the children and their contexts. Several children demonstrated speech error patterns outside of what are considered cleft speech characteristics, which underscores the importance of a broader assessment. Conclusion Speech-language pathologists can consider incorporating evaluation of all components and contextual factors of the ICF-CY when assessing and working with young children with CP±L to inform intervention and management practices.


2008 ◽  
Vol 17 (1) ◽  
pp. 13-19 ◽  
Author(s):  
Lisa A. Proctor ◽  
Jill Oswalt

Abstract The purpose of this article is to review augmentative and alternative communication (AAC) assessment issues in the schools. Initially, the article discusses the role and responsibilities of school-based speech-language pathologists in the assessment of children with complex communication needs. Next, the article briefly reflects on the importance of teaming in device selection for children with AAC needs. The main portion of the article provides information on assessment tools and resources related to comprehensive assessment for children with complex communication needs. This includes information on assessment of speech production and the relevance in AAC assessment. This is followed by tools and resources for receptive language and expressive language assessment. Also included in this main section is information on tools that examine academic and social participation. Finally, information on literacy assessment for student with complex communication needs is provided. The intent of the article is to provide the reader with a brief overview of assessment tools and resources for children with complex communication needs.


Author(s):  
Raksha Anand ◽  
John Hart ◽  
Patricia S. Moore ◽  
Sandra B. Chapman

Abstract Purpose: Frontotemporal lobar degeneration (FTLD) encompasses a group of neurodegenerative disorders characterized by gradual and progressive decline in behavior and/or language. Identifying the subtypes of FTLD can be challenging with traditional assessment tools. Growing empirical evidence suggests that language measures might be useful in differentiating FTLD subtypes. Method: In this paper, we examined the performance of five individuals with FTLD (two with frontotemporal dementia, two with semantic dementia, and one with progressive nonfluent aphasia) and 10 cognitively normal older adults on measures of semantic binding (Semantic Object Retrieval Test and semantic problem solving) and abstracted meaning (generation of interpretive statement and proverb interpretation). Results and Conclusion: A differential profile of impairment was observed in the three FTLD subtypes on these four measures. Further examination of these measures in larger groups will establish their clinical utility in differentiating the FTLD subtypes.


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