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Deniz Eseryel, Xun Ge, Dirk Ifenthaler (Beteiligte)

Assessment in Game-Based Learning


Foundations, Innovations, and Perspectives
Herausgegeben von Ifenthaler, Dirk; Eseryel, Deniz; Ge, Xun
2012. 2014. xxviii, 464 S. 30 Tabellen. 235 mm
Verlag/Jahr: SPRINGER, BERLIN; SPRINGER NEW YORK; SPRINGER 2014
ISBN: 1-489-99601-X (148999601X)
Neue ISBN: 978-1-489-99601-5 (9781489996015)

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This book covers current research, methodology, assessment and technology in game-based learning, as a basis for effective learning environments. Includes innovative work in educational psychology, educational diagnostics, technology and learning sciences.
The capabilities and possibilities of emerging game-based learning technologies bring about a new perspective of learning and instruction. This, in turn, necessitates alternative ways to assess the kinds of learning that is taking place in the virtual worlds or informal settings. accordingly, aligning learning and assessment is the core for creating a favorable and effective learning environment. The edited volume will cover the current state of research, methodology, assessment, and technology of game-based learning. There will be contributions from international distinguished researchers which will present innovative work in the areas of educational psychology, educational diagnostics, educational technology, and learning sciences. The edited volume will be divided into four major parts.
-Foundations of game-based assessment. - Are all games the same? -The role of construct definintion in the creation of formative assessments in game-based learning. -Games, learning and assessment. -Three things game designers need to know about assessment. -Technological and methodological innovations for assessing game-based learning. -Patterns of game playing behaviors as indicators of mastery. - Taking activity-goal alignment into open-ended environments: Assessment and automation in game-based learning. -Infomration trails: In-process assessment of game-based learning. - Timed report measures learning. -Driving assessment of students´explanations in game dialogue. -Assessing learning games for school content: A TPACK-PCARD framework and methodology. -Implementing game-based learning:The MAPLET framework as a guide to learner-centered design and assessment. - Innovative assessment technologies in educational games. -Realizing assessment in game-based learning. -Interactivity design and assessment framework for educational games to promote motivation and complex problem-solving skills. - Measurement principles for gaming. - Using institutional data to evaluate game-based instructional designs. - Examing students´ cultural identity and player styles through avatar drawings in a game-based classroom. - Measurement and analysis of learners´ motivation in game-based e-learning. - Assessment of students´ emotions in game-based learning. -Designing for participation in educational video games. - Computer games as preparation for future learning.
From the reviews:

"When applying video game technology to an educational process, one must ask how we know it is effective. Addressing that question is what this book is about. The book is an edited collection of 21 chapters divided into three parts ... . Three outstanding strengths of the book lead me to highly recommend it. ... This book would be of greatest interest to educators, academics, and researchers in game-based learning. ... it will also provide valuable perspectives for video game designers." (J. M. Artz, ACM Computing Reviews, October, 2012)