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Assessing Student Learning | Origin: EL115

This is a general discussion forum for the following learning topic:

Gaming and Simulation in Online Learning --> Assessing Student Learning

Post what you've learned about this topic and how you intend to apply it. Feel free to post questions and comments too.

I learn games could help with students comunication, between them and me.

Is posible use some indicators if I want to know how students are learning.

Finally I learn with you that games  help teachers and students in virtual class.

Comment on Sandra Byrnes's post: I agree, using games can identify weak students early on, showing areas needed for improvement.

Both the challenges of assessments and the importance and variety of it.

The assessment of educational games and simulations is crucial due to historical skepticism about their educational value. Modern eLearning environments track learner engagement through interactions with content, offering insights and limitations. Games allow for more direct assessment by recording player actions, known as "stealth assessment." This embedded approach provides continuous, real-time feedback on learning progress and engagement, enhancing assessment and learning experiences. It's essential to align game-based assessments with learning objectives and use tools like Evidence-Centered Design (ECD) to ensure assessments are valid and integrated seamlessly into gameplay.

In an online classroom, leveraging game-based assessments can enhance engagement and provide immediate feedback on student learning. Instructors can monitor student progress effectively by integrating assessments directly within educational games without disrupting the learning flow. This approach motivates students and allows for personalized learning experiences tailored to individual learning styles and needs.

As in everything in the educational setting, formative assessments and summative assessments are essential in determining student growth and acquisition of new knowledge.  Student scores in the game are only but one clue, and that can be attributed to a number of things, especially in remote learning, where there are many opportunities to game the system.  

How important measurement is! I totally agree with the models included in the readings related to measuring participant data. It's impossible to know how to improve without this perspective.

Analytics create useful information about student learning. 

Games can be a great way to encourage learning and assessing students.

It's very important to assess students progress when using games to test their knowledge.

ECD- Using technical and visual designs more effective with learners.

Comment on Helen Saunders's post: The use of analytics helps to develop a game in order to make it more attractive to students.

curriculums to integrate into the curriculum.

Since games are low stakes you might just be assessing low stakes effort, there are some drawbacks with the analysis of data gathered in this way.

analytics help determine which student is grasping the intended purpose of the game and which students need additional queuing, monitoring and mentoring. 

Gaming can be used as an effective evaluation of student knowledge and understanding of material. Modifications can be easy to make to help with learning experience if needed. 

Engagement is the key.

That games can be used as valid assessment methods - which I suppose on some level I already knew, but I'm struggling with the idea of an education assessment being a game. But then I have never enjoyed games and much prefer more concrete, and I guess 'traditional' assessment of skill.  Also, that there is a scale for measuring learner engagement with a game.  I had absolutely no idea. 

I liked the idea of using non-invasive assessments where they can be integrated into the curriculum to help limit test anxiety and provide better, more accurate analysis.

The importance of examining the value of the game to make sure that there is a high level of interest for the learner.

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