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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.

In my opinion, the most interesting aspect of Module 4 is the concept of stealth assessment. I believe the traditional way of stopping a lesson to give a test is dead in the water for online learning; instead, we should be using the simulation itself to harvest "evidence" of a student's mastery in real-time without breaking their immersion. By applying Evidence-Centered Design, we stop treating games as "extra" activities and start treating them as sophisticated, data-driven platforms that provide a much more honest picture of a student's true capabilities than any multiple-choice exam ever could.

The evaluation of learning through educational games is a complex activity and is the key factor for a good definition of the flow of actions, feedbacks and decisions within the game. There are dedicated models that allow instructors to organize the elements they wish to evaluate, implement the relevant activities and analyze the results immediately and appropriately. 

In this module, I learned that of all the various methods and techniques that have been used to assess learning in educational games and simulations in general, summative assessment is commonly accomplished with the use of pre- and post-testing, which is a common approach in educational research. The pre- and post-test design is one of the most widely used experimental designs and is particularly popular in educational studies that aim to measure changes in educational outcomes after modifications to the learning process, such as testing the effect of a new teaching method. The most common method of post-assessment is testing a player’s knowledge of what they learned by way of a survey, test, questionnaire or teacher evaluation. This in turn exhibits Bloom’s Taxonomy of Educational assessments in the context of cognitive, affective and psychomotor domains.

 

Al realizar las evaluaciones con juegos, permiten una manera muy didactica de poder controlar y verificar el conocimiento de los estudiantes

From this topic, I’ve learned that assessing student learning through gaming and simulations goes beyond traditional quizzes and tests. These tools allow educators to measure how learners apply knowledge, solve problems, and make decisions in dynamic, real-world-like scenarios. Assessments in this format can provide deeper insights into critical thinking, collaboration, and adaptability rather than just memorization.

I intend to apply this by incorporating performance-based assessments into learning activities. For example, instead of asking students to explain a concept, I would design a simulation where they demonstrate their understanding by solving a challenge or completing a task. This makes the assessment both engaging and authentic.

En este módulo aprenderás que la evaluación del aprendizaje es mucho más que aplicar exámenes; es un proceso integral que permite conocer realmente cómo los estudiantes están comprendiendo y aplicando los conocimientos. Entendí la importancia de utilizar diferentes métodos de evaluación que consideren las necesidades individuales y los contextos de los alumnos, para así obtener una visión más completa de su progreso. También aprenderá que la evaluación debe estar alineada con los objetivos de aprendizaje y servir como una herramienta para mejorar tanto la enseñanza como el aprendizaje, fomentando la reflexión y el desarrollo continuo.

Gaming is a great way to learn

El juego es mucho más que una simple forma de entretenimiento; es una herramienta fundamental y poderosa para el aprendizaje y el desarrollo integral, especialmente en la infancia. Su importancia radica en que permite a los niños (y también a los adultos) aprender de una manera natural, activa y significativa.

Gaming and simulation can open up a whole new avenue for learning and teaching, making it more fun and interesting for all involved.

Assessments can be engaging

First, learners receiving feedback is important. Second, formal learning assessments/programs can be used to evaluate the students. It can enhance engagement! 

Learner love feedback specially positive feedbacks. By implementing stealth assessments into the gaming/simulations would allow students get an immediate feedback that can motivate to be further challenged.

Assessment is an important factor to measure the level of learning and application of it for students. Although, there are some challenges such as not ethically take the assessment, it is a necessary tool to interract more the students in process of learning. 

Assesment should help the engagement of the learner and help to control with evidence of knowledgement

This was great information

Online games rely on giving the user feedback. Feedback motivates and stimulates action. 

The 8 dimensions of EGameflow are a really interesting theory for assessing students' enjoyment of a game. 

When assessing the student's enjoyment level of a game in learning, the 8 dimensions of EGameFlow should be considered: concentration, goal clarity, feedback, challenge, control, immersion, social interaction, knowledge improvement. I plan to use these 8 dimensions when assessing the utility and effectiveness of gamified activities in the classroom.

Extrinsic factors are the best motivators in a game.

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