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Ibrahim Dahlstrom-Hakki; Elizabeth Rowe; Jodi Asbell-Clarke; Mia Almeda – Computer-Based Learning in Context, 2024
With the prominence of assessments in education, there is an increasing need to create new forms of assessment that more accurately reflect the needs of the entire student population, particularly neurodivergent learners. To address this challenge, this paper explores the potential for using eye tracking data in a game-based learning environment…
Descriptors: College Students, Eye Movements, Physics, Science Instruction
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Shakhmalova, Irina; Zotova, Natalia – Journal of Psycholinguistic Research, 2023
Educational digital games can be an effective way to teach English grammatical material because they provide an interactive and engaging learning experience. The purpose of this study is to clarify how playing digital games affects students' motivation and performance in university-level English grammar classes. [The North-Eastern Federal…
Descriptors: Learning Motivation, Student Evaluation, Educational Games, Computer Games
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Mark A. Burns; Valerie N. Johnson; Kellie S. Grasman; Sanaz Habibi; Kaylee A. Smith; Anna I. Kaehr; Malia F. Lacar; Brian F. Yam – Advances in Engineering Education, 2023
Many engineering courses rely on in-person lectures and textbooks for content delivery, with homework sets and exams for evaluating and reinforcing student progress. Yet some research studies have shown that exams--high-pressure, time-limited assessments--are detrimental to the learning process and unnecessarily increase students' stress. We…
Descriptors: Engineering Education, Educational Technology, Student Centered Learning, Scaffolding (Teaching Technique)
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Smith, Ginny; Shute, Valerie; Muenzenberger, Amber – Journal of Applied Testing Technology, 2019
The following research focuses on Game-Based Learning (GBL) for assessment through the lens of designing and validating a stealth assessment for the calculus game Variant: Limits™. The process of using Evidence-Centered Design (ECD) to create a valid assessment is highlighted through the development of a competency model and scoring rubrics. A…
Descriptors: Calculus, Game Based Learning, Student Evaluation, College Students
Seyedahmad Rahimi – ProQuest LLC, 2020
In this study, I investigated the effectiveness of a creativity-support system that I developed in the level editor of a learning game called "Physics Playground" on improving college students' creativity. Moreover, I investigated the validity and reliability of an in-game assessment of creativity to measure students' creativity.…
Descriptors: Educational Games, Creativity, Test Validity, Test Reliability
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Almeidea, Fernando; Buzady, Zoltan – Digital Education Review, 2019
Serious games are increasingly being used as innovative tool for developing entrepreneurial skills, such as strategic management, leadership, communication, negotiation or decision making. FLIGBY is a serious game that was initially developed with the objective of simulating the business management process and the application of Flow theory in a…
Descriptors: Entrepreneurship, Game Based Learning, Student Evaluation, Video Games
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Cutumisu, Maria; Chin, Doris B.; Schwartz, Daniel L. – British Journal of Educational Technology, 2019
A major goal of contemporary education is to teach students how to learn on their own. Assessments have largely lagged behind this goal, because they measure what students have learned and not necessarily their learning processes. This research presents Posterlet, an assessment that collects evidence regarding the strategies that students choose…
Descriptors: Student Evaluation, Evaluation Methods, Learning Strategies, Educational Games
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Lynch, Collin F., Ed.; Merceron, Agathe, Ed.; Desmarais, Michel, Ed.; Nkambou, Roger, Ed. – International Educational Data Mining Society, 2019
The 12th iteration of the International Conference on Educational Data Mining (EDM 2019) is organized under the auspices of the International Educational Data Mining Society in Montreal, Canada. The theme of this year's conference is EDM in Open-Ended Domains. As EDM has matured it has increasingly been applied to open-ended and ill-defined tasks…
Descriptors: Data Collection, Data Analysis, Information Retrieval, Content Analysis