Using Digital Games As Assessment And Instruction Tools


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Using Digital Games as Assessment and Instruction Tools


Using Digital Games as Assessment and Instruction Tools

Author: Ryan L, Schaaf

language: en

Publisher: Solution Tree Press

Release Date: 2015-05-11


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Combine hard work and deep fun in classrooms with digital game–based learning. Students of the always-on generation gain information through different tools and learn differently than generations before them. Discover how to incorporate digital games and use them to craft engaging, academically applicable classroom activities that address content standards and revitalize learning for both teachers and students.

Digital Game-based Learning


Digital Game-based Learning

Author: Marc Prensky

language: en

Publisher: McGraw-Hill Companies

Release Date: 2001


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A revolutionary new approach to game-based learning, Digital Game-Based Learning shows businesses how to effectively train their under-30 workers through the use of twitch-speed games, computer games, and more.

Stealth Assessment


Stealth Assessment

Author: Valerie Jean Shute

language: en

Publisher: MIT Press

Release Date: 2013


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An approach to performance-based assessments that embeds assessments in digital games in order to measure how students are progressing toward targeted goals. To succeed in today's interconnected and complex world, workers need to be able to think systemically, creatively, and critically. Equipping K-16 students with these twenty-first-century competencies requires new thinking not only about what should be taught in school but also about how to develop valid assessments to measure and support these competencies. In Stealth Assessment, Valerie Shute and Matthew Ventura investigate an approach that embeds performance-based assessments in digital games. They argue that using well-designed games as vehicles to assess and support learning will help combat students' growing disengagement from school, provide dynamic and ongoing measures of learning processes and outcomes, and offer students opportunities to apply such complex competencies as creativity, problem solving, persistence, and collaboration. Embedding assessments within games provides a way to monitor players' progress toward targeted competencies and to use that information to support learning. Shute and Ventura discuss problems with such traditional assessment methods as multiple-choice questions, review evidence relating to digital games and learning, and illustrate the stealth-assessment approach with a set of assessments they are developing and embedding in the digital game Newton's Playground. These stealth assessments are intended to measure levels of creativity, persistence, and conceptual understanding of Newtonian physics during game play. Finally, they consider future research directions related to stealth assessment in education.