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Chioma Udeozor; Fernando Russo Abegão; Jarka Glassey – British Journal of Educational Technology, 2024
Digital games (DGs) have the potential to immerse learners in simulated real-world environments that foster contextualised and active learning experiences. These also offer opportunities for performance assessments by providing an environment for students to carry out tasks requiring the application of knowledge and skills learned in the…
Descriptors: Educational Technology, Computer Assisted Testing, Game Based Learning, Test Construction
Y. Vijaya Lakshmi; Ishfaq Majid – Online Submission, 2025
Games play a very important role in promoting incidental learning and help in exploring both the conscious and subconscious processes such as insight of a learner. Digital Game-Based Learning and assessments are now an integral part of educational practices. When designed effectively digital games can take the learners from the stage of…
Descriptors: Game Based Learning, Computer Games, Teaching Methods, Thinking Skills
Jairo A. Navarrete-Ulloa; David M. Gómez; Llery Ponce; Felipe Munoz-Rubke; Pablo R. Dartnell – Journal of Numerical Cognition, 2025
Improving early mathematical competence is a major priority worldwide; thus, assessing early math abilities is critical. Although various international standardized instruments serve this purpose, their usage in underdeveloped countries is prohibitive due to their resource-intensive requirements. In this report, we explore the development of the…
Descriptors: Mathematics Skills, Mathematics Instruction, Preschool Children, Preschool Education
Deena Hicks – ProQuest LLC, 2021
According to the Entertainment Software Association (2020), 70% (51.1 million) of children under the age of 18 are gamers in the United States and consume an average of two and a half hours per day playing digital-based games, making these games one of the most widely known leisure activities worldwide. Today's Net Generation (Kindergarten through…
Descriptors: Middle School Students, Middle School Teachers, Educational Games, Computer Games
Unlu, Serkan; Kiray, Seyit Ahmet – Online Submission, 2022
This book has been prepared to introduce common technological tools that can be used in science education in the distance education process. Although most of the applications introduced in the book are used in face-to-face education, this book focuses on their use in the distance science education process. In the Introduction part of the book, the…
Descriptors: Computer Software, Videoconferencing, Distance Education, Pandemics
Mavridis, A.; Tsiatsos, T. – Journal of Computer Assisted Learning, 2017
The aim of this study is to assess the impact of a 3D educational computer game on students' test anxiety and exam performance when used in evaluative situations as compared to the traditional method of examination. The participants of the study were students in tertiary education who were examined using game-based assessment and traditional…
Descriptors: Computer Games, Teaching Methods, Test Anxiety, Statistical Analysis
Alzaid, Faten; Alkarzae, Nouf – Online Submission, 2019
Assessment has a significant influence on the process of teaching and learning. It is essential to close the gap between learners' performance and the target performance. The rapid changing of technology reached the assessment community by developing new and different ways of formative assessments. This paper is written to distinguish between…
Descriptors: Student Evaluation, Evaluation Methods, Computer Assisted Testing, Formative Evaluation
DiCerbo, Kristen E. – Journal of Applied Testing Technology, 2017
While game-based assessment offers new potential for understanding the processes students use to solve problems, it also presents new challenges in uncovering which player actions provide evidence that contributes to understanding about students' knowledge, skill, and attributes that we are interested in assessing. A development process that…
Descriptors: Educational Games, Evaluation Methods, Educational Technology, Technology Uses in Education
Content Validity of Game-Based Assessment: Case Study of a Serious Game for ICT Managers in Training
Hummel, Hans G. K.; Joosten-ten Brinke, Desirée; Nadolski, Rob J.; Baartman, Liesbeth K. J. – Technology, Pedagogy and Education, 2017
Serious games foster the acquisition of complex problem-solving skills. Assessment of such skills should be in line with instruction, and within a serious game environment its content validity should equal face-to-face assessment. Research on assessment in serious gaming has remained rather scarce. This article shows how assessment can be…
Descriptors: Content Validity, Educational Games, Computer Games, Computer Assisted Testing
Eseryel, Deniz; Ifenthaler, Dirk; Ge, Xun – Educational Technology Research and Development, 2013
The important but little understood problem that motivated this study was the lack of research on valid assessment methods to determine progress in higher-order learning in situations involving complex and ill-structured problems. Without a valid assessment method, little progress can occur in instructional design research with regard to designing…
Descriptors: Instructional Design, Computer Games, Educational Games, Web Based Instruction
International Association for Development of the Information Society, 2012
The IADIS CELDA 2012 Conference intention was to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age. There had been advances in both cognitive psychology and computing that have affected the educational arena. The convergence of these two disciplines is increasing at a…
Descriptors: Academic Achievement, Academic Persistence, Academic Support Services, Access to Computers