000 03987nam a22005535i 4500
999 _c101765
_d101765
001 978-3-030-15569-8
003 DE-He213
005 20210116083339.0
007 cr nn 008mamaa
008 191105s2019 gw | s |||| 0|eng d
020 _a9783030155698
024 7 _a10.1007/978-3-030-15569-8
_2doi
040 _cМУБИС
050 4 _aLC8-6691
072 7 _aJNV
_2bicssc
072 7 _aEDU039000
_2bisacsh
072 7 _aJNV
_2thema
082 0 4 _a371.33
_223
245 1 0 _aGame-Based Assessment Revisited
_h[electronic resource] /
_cedited by Dirk Ifenthaler, Yoon Jeon Kim.
250 _a1st ed. 2019.
264 1 _aCham :
_bSpringer International Publishing :
_bImprint: Springer,
_c2019.
300 _aXXI, 353 p. 57 illus., 28 illus. in color.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
490 1 _aAdvances in Game-Based Learning,
_x2567-8086
505 0 _aPreface -- Part I: What we are measuring in games -- Part II: Assessment beyond games -- Part III: New methods and practices in GBA -- Part IV: Implementations of GBA.
520 _aThe 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 are taking place in the game-based environments. The field has been broadening the focus of assessment in game environments (i.e., what we measure), developing processes and methodologies that go beyond psychometrics practices (i.e., how we go about assessment in games), and implementing the game-based assessment (GBA) in real contexts. The current state of the field calls for a revisit of this topic to understand what we have learned from the research on this topic, and how the GBA work changed how the field thinks about assessment beyond game environments. Accordingly, this comprehensive volume covers the current state of research, methodology, and technology of game-based assessment. It features four major themes: what we are measuring in games, how GBA has influenced how people do assessment beyond games, new methods and practices, and implementations of GBA. The audience for this volume includes researchers, graduate students, teachers, and professional practitioners in the areas of education, instructional design, educational psychology, academic and organizational development, and instructional technology. Explores and expounds upon advances in design, implementation and assessment strategies for game-based learning; Showcases international collaborations and current perspectives on assessment in game-based learning; Offers descriptive case studies showing innovative approaches of game-based assessment.
650 0 _aEducational technology.
650 0 _aLearning.
650 0 _aInstruction.
650 0 _aAssessment.
650 1 4 _aEducational Technology.
_0https://scigraph.springernature.com/ontologies/product-market-codes/O21000
650 2 4 _aLearning & Instruction.
_0https://scigraph.springernature.com/ontologies/product-market-codes/O22000
650 2 4 _aAssessment, Testing and Evaluation.
_0https://scigraph.springernature.com/ontologies/product-market-codes/O33000
700 1 _aIfenthaler, Dirk.
_eeditor.
_4edt
_4http://id.loc.gov/vocabulary/relators/edt
700 1 _aKim, Yoon Jeon.
_eeditor.
_4edt
_4http://id.loc.gov/vocabulary/relators/edt
710 2 _aSpringerLink (Online service)
773 0 _tSpringer Nature eBook
776 0 8 _iPrinted edition:
_z9783030155681
776 0 8 _iPrinted edition:
_z9783030155704
776 0 8 _iPrinted edition:
_z9783030155711
830 0 _aAdvances in Game-Based Learning,
_x2567-8086
856 4 0 _uhttps://doi.org/10.1007/978-3-030-15569-8
942 _2ddc
_cEBOOK