000 03415nam a22004455i 4500
001 978-1-4614-3546-4
003 DE-He213
005 20140220083248.0
007 cr nn 008mamaa
008 120613s2012 xxu| s |||| 0|eng d
020 _a9781461435464
_9978-1-4614-3546-4
024 7 _a10.1007/978-1-4614-3546-4
_2doi
050 4 _aLC8-6691
072 7 _aYQT
_2bicssc
072 7 _aEDU039000
_2bisacsh
082 0 4 _a371.33
_223
100 1 _aIfenthaler, Dirk.
_eeditor.
245 1 0 _aAssessment in Game-Based Learning
_h[electronic resource] :
_bFoundations, Innovations, and Perspectives /
_cedited by Dirk Ifenthaler, Deniz Eseryel, Xun Ge.
264 1 _aNew York, NY :
_bSpringer New York :
_bImprint: Springer,
_c2012.
300 _aXXVII, 461 p. 78 illus.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
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  taking place in the virtual worlds or informal settings. Aligning learning and assessment is at the core of creating a favorable and effective learning environment, one that is learner-centered, knowledge-centered, and assessment-centered. However, how do we know students have learned in games? What do we assess, and how do we assess students’ learning outcomes in a game-based learning environment? After a critical literature review, the authors discovered that there is a missing link between game-based learning and game-based assessment, particularly in assessing complex problem solving processes and outcomes in a digital game-based learning environment. This edited volume bridges the gap by providing that missing link. It covers the current state of research, methodology, assessment, and technology of game-based learning. The contributions from international distinguished researchers present innovative work in the areas of educational psychology, educational diagnostics, educational technology, and learning sciences. Included chapters are organized into three major parts: (1) Foundations of game-based assessment, (2) technological and methodological innovations for assessing game-based learning, and (3) realizing assessment in game-based learning. It provides theoretical research, translational resaerch, and guided practice---all in one volume. This book will prove invaluable to anyone who is performing research or working the the field--it provides a springboard from theory to practice, offering a map for anyone hoping to implement game-based assessment into their institution as well as to primary researchers and developers.
650 0 _aEducation.
650 0 _aDevelopmental psychology.
650 1 4 _aEducation.
650 2 4 _aEducational Technology.
650 2 4 _aComputers and Education.
650 2 4 _aDevelopmental Psychology.
700 1 _aEseryel, Deniz.
_eeditor.
700 1 _aGe, Xun.
_eeditor.
710 2 _aSpringerLink (Online service)
773 0 _tSpringer eBooks
776 0 8 _iPrinted edition:
_z9781461435457
856 4 0 _uhttp://dx.doi.org/10.1007/978-1-4614-3546-4
912 _aZDB-2-SHU
999 _c101391
_d101391