Assessment through Achievement Systems

Author(s):  
Monica Evans ◽  
Erin Jennings ◽  
Michael Andreen

Educational games have great potential as tools for motivating and engaging students, in addition to teaching learning content and objectives, but have had difficulty proving their potential through traditional means. This article proposes that recent advances in the achievement systems of entertainment games can be used to measure motivation and engagement in educational games, and can serve as a self-assessing tool for both students and teachers. Achievements may also be utilized as a way to measure things that have been traditionally difficult to measure, such as creativity, curiosity, and the nuances of problem-solving ability. This article proposes a structure for categorizing achievements in relation to assessment, and discusses future research directions for achievements as measures of assessment for educational games. The article covers both traditional and non-traditional measures of assessment as they relate to gaming achievement systems, as well as the psychological aspects of achievements and player behavior, good design principles for learning assessment achievements, and potential for achievements as an additional measure of motivational engagement by students.

2011 ◽  
Vol 1 (3) ◽  
pp. 16-29 ◽  
Author(s):  
Monica Evans ◽  
Erin Jennings ◽  
Michael Andreen

Educational games have great potential as tools for motivating and engaging students, in addition to teaching learning content and objectives, but have had difficulty proving their potential through traditional means. This article proposes that recent advances in the achievement systems of entertainment games can be used to measure motivation and engagement in educational games, and can serve as a self-assessing tool for both students and teachers. Achievements may also be utilized as a way to measure things that have been traditionally difficult to measure, such as creativity, curiosity, and the nuances of problem-solving ability. This article proposes a structure for categorizing achievements in relation to assessment, and discusses future research directions for achievements as measures of assessment for educational games. The article covers both traditional and non-traditional measures of assessment as they relate to gaming achievement systems, as well as the psychological aspects of achievements and player behavior, good design principles for learning assessment achievements, and potential for achievements as an additional measure of motivational engagement by students.


Author(s):  
Steven Walczak

Artificial intelligence is the science of creating intelligent machines. Human intelligence is comprised of numerous pieces of knowledge as well as processes for utilizing this knowledge to solve problems. Artificial intelligence seeks to emulate and surpass human intelligence in problem solving. Current research tends to be focused within narrow, well-defined domains, but new research is looking to expand this to create global intelligence. This chapter seeks to define the various fields that comprise artificial intelligence and look at the history of AI and suggest future research directions.


Author(s):  
Jaejin Lee ◽  
Min Liu

Researchers are interested in exploring the use of fantasy design in educational games to promote learning. This chapter first reviewed the literature on fantasy designs and relevant principles along with the studies examining the use of fantasy designs to enhance learning. An experiment was then conducted, in which two sets of fantasy designs were implemented in a serious game, to examine the effect of different types of fantasy (portrayal fantasy vs creative fantasy designs) on learning and game engagement. The results using multiple regressions showed that portrayal fantasy design was more effective both for enhancing learning and engagement. Students who used portrayal fantasy models showed better improvement in their content knowledge and scored better on game engagement. Visualization analysis showed the portrayal fantasy group spent more time in using the tool containing all fantasy designs than the creative group. Findings and future research directions are discussed.


Author(s):  
Andreia Espírito Santo ◽  
Rui Rijo ◽  
João Monteiro ◽  
Inês Henriques ◽  
Ana Matos ◽  
...  

In Portugal, there are between 35 000 to 75 000 children suffering from Attention Deficit Hyperactivity Disorder. The need to act prominently in children with these disorders suggests the creation of various serious games that can be executed with a computer, aiding affected children and assisting health professionals. This chapter presents two games that intend to help children to improve their capacity to speed information processing, enhance executive functions, and enhance use of working memory by performing a set of exercises presented in the form of educational games. It also enables the assisting physician to monitor the execution of these exercises. With the completion of the tasks of the games, children may, in an appealing way, improve their skills and thereby overcome their difficulties. This chapter presents the research methodology followed to the creation of the games, and the preliminary promising tests. Future research directions are also discussed.


2022 ◽  
pp. 183-210
Author(s):  
Raquel Amaro ◽  
Susana Correia ◽  
Matilde Gonçalves ◽  
Chiara Barbero ◽  
Miguel Magalhães

This chapter presents research on the teaching-learning of Portuguese as a host language, based on the exploration of authentic informational and institutional texts targeting migrant and refugee people, and considering that successful host language teaching must correspond to the needs of its target audience. The chapter discusses methods of defining and identifying criteria and features to monitor official texts with regard to inclusiveness and bias. It provides insights on how to select real texts to be used in task-based language teaching approaches for inclusive host language teaching. Departing from a real corpus analysis, the potential and the limitations of existing guidelines to inclusiveness for the assessment of real texts are shown, as well as other still neglected issues. Furthermore, this chapter provides future research directions to an effective and reliable assessment of inclusive texts that can serve as inclusive host language teaching materials through NLP and machine learning approaches.


2006 ◽  
Vol 39 (4) ◽  
pp. 247-264 ◽  
Author(s):  
Cynthia White

This article provides a critical overview of the field of distance language learning, challenging the way in which the field is often narrowly conceptualised as the development of technology-mediated language learning opportunities. Early sections focus on issues of concept and definition and both theoretical and pedagogical perspectives on the field. Emphasis is placed on evident shifts from a concern with structural and organisational issues to a focus on transactional issues associated with teaching/learning opportunities within emerging paradigms for distance language learning. The next section reviews choices and challenges in incorporating technology into distance language learning environments, foregrounding decisions about technology made in particular sociocultural contexts, the contribution of ‘low-end’ technologies and research directions in developing new learning spaces and in using online technologies. The investigation of learner contributions to distance language learning is an important avenue of enquiry in the field, given the preoccupation with technology and virtual learning environments, and this is the subject of section six. The two final sections identify future research directions and provide a series of conclusions about research and practice in distance language learning as technology-mediated interactions increasingly come to influence the way we think about the processes of language learning and teaching.


Author(s):  
Steven Walczak

Artificial intelligence is the science of creating intelligent machines. Human intelligence is comprised of numerous pieces of knowledge as well as processes for utilizing this knowledge to solve problems. Artificial intelligence seeks to emulate and surpass human intelligence in problem solving. Current research tends to be focused within narrow well-defined domains, but new research is looking to expand this to create global intelligence. This chapter seeks to define the various fields that comprise artificial intelligence and look at the history of AI and suggest future research directions.


2017 ◽  
Vol 46 (6) ◽  
pp. 908-925 ◽  
Author(s):  
Stanley KM Semarco ◽  
Seokhee Cho

The study examined if significant dynamic and reciprocal relationships exist among the task-oriented managerial behaviours of headteachers, and how these behaviours specifically and jointly influence teachers’ retention intention. Out of the multistage sampled 350 schools, suitable questionnaires from 279 schools representing 558 questionnaires filled by teachers provided data on 279 headteachers. The analysis showed that headteachers’ problem-solving behaviour, clarifying behaviour and monitoring operations behaviour influenced their planning activities as leaders. The planning behaviour significantly predicted retention intention and had a significant mediating effect on the relationships between clarifying, monitoring, and problem- solving behaviours on one hand and teachers’ retention intention on the other. The implications of the study’s findings and future research directions are discussed.


Author(s):  
Christopher L. Tucci ◽  
Allan Afuah ◽  
Gianluigi Viscusi

Partly fueled by the pervasiveness of information technologies that facilitate the broadcasting of problems to crowds, and by anecdotal examples of phenomenally high-value solutions from outsourcing some problems to crowds, growth in the research and practice of crowdsourcing for problem solving has been remarkable. Research streams have been emerging in different disciplines. In this introduction to the volume, we introduce twelve chapters by scholars—from different disciplines—who explore interesting topics from some of these emerging research streams. The chapters fall into different groups distinguished by whether value is created and captured via tournament-based, collaboration-based, or hybrid crowdsourcing activities. We also offer future research directions and conclusions.


2013 ◽  
pp. 563-577
Author(s):  
Andreia Espírito Santo ◽  
Rui Rijo ◽  
João Monteiro ◽  
Inês Henriques ◽  
Ana Matos ◽  
...  

In Portugal, there are between 35 000 to 75 000 children suffering from Attention Deficit Hyperactivity Disorder. The need to act prominently in children with these disorders suggests the creation of various serious games that can be executed with a computer, aiding affected children and assisting health professionals. This chapter presents two games that intend to help children to improve their capacity to speed information processing, enhance executive functions, and enhance use of working memory by performing a set of exercises presented in the form of educational games. It also enables the assisting physician to monitor the execution of these exercises. With the completion of the tasks of the games, children may, in an appealing way, improve their skills and thereby overcome their difficulties. This chapter presents the research methodology followed to the creation of the games, and the preliminary promising tests. Future research directions are also discussed.


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