Stealth assessment strategy in distributed systems using optimal deep learning with game based learning

Author(s):  
Dineshkumar Rajendran ◽  
S. Prasanna
Author(s):  
Wee Hoe Tan ◽  
Sue Johnston-Wilder ◽  
Sean Neill

This chapter is an instance of the deployment of game-based learning (GBL) in an upper secondary school in the UK. A retrospective case study was conducted with sixth-form students (aged 17) and their teacher. The study examines their perceptions after the use of Spore™ in their biology lessons. The teacher integrated GBL with a dialogic teaching approach to promote deep learning among the students. A surface–deep learning matrix was created to extract the students’ attributes as deep learners and to identify the teacher’s characteristics. A comparison is presented between the perceived advantages of GBL, the normal learning approach, and how the students see teachers who use technology in teaching. The chapter focuses on the discussion of issues associated with the choice of focus group as a research method and the practice of GBL in the 14–19 context.


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

2020 ◽  
Vol 4 (2) ◽  
pp. 122-131
Author(s):  
Nicholas Glover ◽  
Kerry J. Knox ◽  
Ben Kirman ◽  
Matthew Topham ◽  
Katylily Westbury-Hawkins ◽  
...  

We describe the production of an educational game (Catastrophic) for supporting biology learning in higher education (HE) that was developed through a partnership between students and academic staff. We consider the ways in which the development project intersects with the use of game-based learning in HE and with Students as Partners (SaP) practice. We describe the rationale for the project, discussing the use of games in the context of a shift from surface to deep learning during the transition to HE. We then reflect upon the development process and the resulting game, drawing on student and staff perspectives gathered using interviews. Finally, we make recommendations for others embarking on student-staff partnerships for the co-creation of teaching and learning tools.


Author(s):  
Jan-Paul van Staalduinen

As of yet, there is no clear relationship between game elements and deep learning. This chapter used a literature review to create an overview of 25 game elements that contribute to learning. The TOPSIM game, by TATA Interactive Systems, was used in a case study to delve into the educational impact of 16 of these game elements. Using pre-game and post-game tests, it was concluded that the students learned from the game, and that they considered the following elements to contribute to their learning: ‘action-domain-link’, ‘adaptation’, ‘debriefing’, ‘conflict’, ‘control’, ‘fantasy’, ‘goals/objectives’, ‘mystery’, and ‘safety’. These results will be used in the construction of a game-based learning model that also incorporates theory on education game design, research on educational elements and principles in games, and theory on core elements that make up all games, whether educational or entertaining.


2021 ◽  
Author(s):  
Hyunjoon Cheon ◽  
Jinseung Ryu ◽  
Jaecheol Ryou ◽  
Chan Yeol Park ◽  
Yo-Sub Han

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