Searching for "assessment"

assessment and evaluation of serious games

Learners Assessment and Evaluationin Serious Games: Approachesand Techniques Review

Ibtissem Daoudi, Erwan Tranvouez Raoudha Chebil, Bernard Espinasse, and Wided Lejouad Chaari
https://www.academia.edu/37625162/Learners_Assessment_and_Evaluation_in_Serious_Games_Approaches_and_Techniques_Review
Overview of Crisis Management SG focused on their learners ’ assessment and evaluation capabilities. This synthesis can help researchers and gamecreators by enlighten the main criteria and techniques for learners ’ assessment andevaluation. The described benefits and limitations of each technique may facilitate thechoice of the most adequate way to evaluate a particular SG.

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more on serious games in this IMS blog
http://blog.stcloudstate.edu/ims?s=serious+games

instruments and methods for formative assessment

********* reserve space: register here |  запазете си място: регистрирайте се тук *********

Open Discussion: Instruments and Methods for Formative Assessment: by invitation of teachers from Plovdiv region |  Тема: Инструменти и методи за актуални училищни занятия

Where | Къде: СУ „Димитър Матевски“  https://goo.gl/maps/rojNjE3dk4s and online ( виртуално)
When | Кога: 2. май, 2018, 14 часа |  May 2, 2018, 2PM local time (Bulgaria)
Who | Кой: преподаватели и педагози  |  teachers and faculty
How | Как: използвайте “обратна връзка” за споделяне на вашите идеи  | use the following hashtag for backchanneling #BGtechEd

Plovdiv U recording available here

short link: http://bit.ly/teachassess

open URL on cell phone

qr code formative assessment event

Live stream:
https://www.facebook.com/InforMediaServices/
and recording available
(предаване на живо и запис)

https://youtu.be/oYBtJSzUvrk

  1. Intro | Представяне – 5мин.
    Who are we (please share short intro about your professional interests) | Кои сме ние: споделете накратко професионалните си интереси (използвайте “comment” section под този блог)
    http://web.stcloudstate.edu/pmiltenoff/faculty/
  2. Plan | Защо сме се събрали? Представяне на плана. – 5-10мин.
    http://blog.stcloudstate.edu/ims/2018/04/15/ed-leadership-and-edtech/
    Edtch why | защо учебни технологии? how to choose edtech | как избираме технологии? who chooses/decided | кой решава кои технологии?
    http://blog.stcloudstate.edu/ims/2016/02/09/collaborative-tools/
    virtual collaborative board | да се срещнем тук: https://www.notebookcast.com/en/board/showboard/fw56dmgj/
  3. Reality Check (before we do tech) | минута за откровение (преди да започнем с технологии):
    who is our audience | кого учим/обучаваме?
    http://blog.stcloudstate.edu/ims/2018/04/21/in-memoriam-avicii/
    http://blog.stcloudstate.edu/ims/2018/04/17/edtech-implementation-fails/
    why technology application fails | защо се проваля използването на технологии в обучението?
    Understanding Purpose | какъв е смисълът
    Insufficient Modeling of Best Practices | недостатъчен или несподелен опит
    Bad First Impressions | лоши първи впечатления
    Real-World Usability Challenges | ежедневни проблеми
    The Right Data to Track Progress | кои данни определят успеха
    Share your thoughts for the fails | Сподели твоите мисли за провала

Тема1. Сравняване на Kahoot, Edpuzzle и Apester –  1-1, 1/2 час продължителност
Topic 1: A comparison of Kahoot, Apester and EdPuzzle

definitions | термини : BYOD (BYOx), flipped classroom, formative assessment (vs summative assessment)

Kahoot (https://kahoot.it/) – 10 мин.
 kahoot
Apester (https://apester.com/ )– 10-15мин.
 apester
    • Представяне | short demonstration
    • Споделяне на опит | ideas and experience exchange.
      Comparison to other tools (e.g. flipped classroom advantage to Kahoot; difference from EdPuzzle, similarities to EdPuzzle) | съпоставяне с други инструменти: например, обърната класна стая – предимство пред Кахут; разлики и прилики с ЕдПъзил и тн)

Edpuzzle (https://edpuzzle.com )– 10 – 15мин.
 edpuzzle
    • Представяне | short demonstration
    • Edpuzzle виртуална класна стая | interactive virtual classroom
    • Създаване на акаунт | account creation and building of learning objects
      Comparison to other tools (e.g. flipped classroom advantage to Kahoot; difference from EdPuzzle, similarities to EdPuzzle) | съпоставяне с други инструменти: например, обърната класна стая – предимство пред Кахут; разлики и прилики с Еиптстър и тн)

https://edpuzzle.com/assignments/5ad4cad48f4df34107c58bd0/watch

Тема 2. Виртуална реалност в учебния процес – теория и практика-  1-1, 1/2 час продължителност
Topic 2. Virtual reality in teaching and learning – theory and hands-on

When a student is brilliant on the street corner but falling asleep in class, something is wrong with the schooling system
Ако учащ се е страхотен на ъгъла на улицата, но се проваля или заспива в клас, тогава нещо е грешно с учебната система
http://blog.stcloudstate.edu/ims/2018/04/17/education-teched-frenemies/

VR can be inexpensive and effective | Виртуална / разширена реалност може да бъде ефикасна и ефективна: http://blog.stcloudstate.edu/ims/2018/04/26/teaching-virtual-reality/

  1. Кратък теоретичен преглед на видео 360 – 10 мин

https://www.linkedin.com/groups/2811/2811-6391674579739303939

Definitions for VR/AR/MR | дефиниции на:  виртуална реалност; разширена реалност; смесена реалност
http://blog.stcloudstate.edu/ims/2018/03/21/t4tl-games-and-vr-library/

  1. Практически опит с видео 360 – 25 – 30 мин
  • Заснемане с камера
  • Редактиране на заснетия материал и възможности за интерактивност
  1. Дискусия относно методиката на приложение в учебния процес
  2. По избор – разговор с Марк Гил от Щатския университет Сейнт Клауд и демонстрация на виртуална реалност в учебния процес – 10-15 мин
  3. По избор –
    1. gaming and gamification and the role of VR and V360
      http://web.stcloudstate.edu/pmiltenoff/bi/
    2. digital storytelling and the role of VR and V360 | цифрово разказване и ролята на ВР и В360: http://web.stcloudstate.edu/pmiltenoff/lib490/
      Дискусии в тази ФБ група | Discussions welcome here: https://www.facebook.com/groups/SCSUDigitalStorytelling/

#3 from the following blog entry: http://blog.stcloudstate.edu/ims/2018/04/17/practical-about-vr-and-ar-in-schools/ (go beyond storytelling)

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Additional Information |  Дпълнителна литература/информация

http://blog.stcloudstate.edu/ims/2016/02/22/formative-assessment-ideas/

Formative Assessment Tools:  http://blog.stcloudstate.edu/ims/2016/01/13/formative-assessment-tools/

http://blog.stcloudstate.edu/ims/2014/12/09/formative-assessment/

assessment learning outcomes

The Misguided Drive to Measure ‘Learning Outcomes’

digital assessment session for SCSU faculty

please consider the following opportunities:

  1. Remote attendance through : https://webmeeting.minnstate.edu/collaborate
  2. Recording of the session: (URL will be shared after the session)
  3. Request a follow up meeting for your individual project: https://doodle.com/digitalliteracy

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more on digital assessment in this IMS blog
http://blog.stcloudstate.edu/ims?s=edpuzzle

digital assessment

Unlocking the Promise of Digital Assessment

By Stacey Newbern Dammann, EdD, and Josh DeSantis October 30, 2017

https://www.facultyfocus.com/articles/teaching-with-technology-articles/unlocking-promise-digital-assessment/

The proliferation of mobile devices and the adoption of learning applications in higher education simplifies formative assessment. Professors can, for example, quickly create a multi-modal performance that requires students to write, draw, read, and watch video within the same assessment. Other tools allow for automatic grade responses, question-embedded documents, and video-based discussion.

  • Multi-Modal Assessments – create multiple-choice and open-ended items that are distributed digitally and assessed automatically. Student responses can be viewed instantaneously and downloaded to a spreadsheet for later use.
    • (socrative.com) and
    • Poll Everywhere (http://www.pollev.com).
    • Formative (http://www.goformative.com) allows professors to upload charts or graphic organizers that students can draw on with a stylus. Formative also allows professors to upload document “worksheets” which can then be augmented with multiple-choice and open-ended questions.
    • Nearpod (http://www.nearpod.com) allows professors to upload their digital presentations and create digital quizzes to accompany them. Nearpod also allows professors to share three-dimensional field trips and models to help communicate ideas.
  • Video-Based Assessments – Question-embedded videos are an outstanding way to improve student engagement in blended or flipped instructional contexts. Using these tools allows professors to identify if the videos they use or create are being viewed by students.
    • EdPuzzle (edpuzzle.com) and
    • Playposit (http://www.playposit.com) are two leaders in this application category. A second type of video-based assessment allows professors to sustain discussion-board like conversation with brief videos.
    • Flipgrid (http://www.flipgrid.com), for example, allows professors to posit a video question to which students may respond with their own video responses.
  • Quizzing Assessments – ools that utilize close-ended questions that provide a quick check of student understanding are also available.
    • Quizizz (quizizz.com) and
    • Kahoot (http://www.kahoot.com) are relatively quick and convenient to use as a wrap up to instruction or a review of concepts taught.

Integration of technology is aligned to sound formative assessment design. Formative assessment is most valuable when it addresses student understanding, progress toward competencies or standards, and indicates concepts that need further attention for mastery. Additionally, formative assessment provides the instructor with valuable information on gaps in their students’ learning which can imply instructional changes or additional coverage of key concepts. The use of tech tools can make the creation, administration, and grading of formative assessment more efficient and can enhance reliability of assessments when used consistently in the classroom. Selecting one that effectively addresses your assessment needs and enhances your teaching style is critical.

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more on digital assessment in this IMS blog
http://blog.stcloudstate.edu/ims/2017/03/15/fake-news-bib/

rebranding assessment

Rebranding Student Learning Assessment

By:

https://www.facultyfocus.com/articles/educational-assessment/rebranding-student-learning-assessment/

Another consideration in rebranding assessment would be to emphasize that assessment “draws from multiple sources” of information. This in turn would encourage faculty to think about assessment not as means of judgment, but rather as a process of evidence gathering. In fact, it helps underscore the idea that to really demonstrate effective learning and instruction, we must collect multiple pieces of evidence. As a result, faculty will be more likely to plan and implement multiple and varied assessment methodologies, which in turn will lead to the collection of more evidence and stronger validity of inferences about the extent of student learning.

 

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more on assessment in this IMS blog
http://blog.stcloudstate.edu/ims?s=assessment

digital assessment literacy

Eyal, L. (2012). Digital Assessment Literacy — the Core Role of the Teacher in a Digital Environment. Journal Of Educational Technology & Society, 15(2), 37-49.

http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3daph%26AN%3d76559253%26site%3dehost-live%26scope%3dsite

Common to all is a view of the level of literacy as a measure of the quality of human capital of a society or a particular area. Literacy develops in interaction with the environment (Vygotsky, 1987).

digital assessment literacy refers to the role of the teacher as an assessor in a technology-rich environment.

Learning Management Systems (LMS) benefits and limitations

Measurement allows quantitative description of a particular characterization of an individual, expressed in numbers.

the combination of assessment and measurement provides a thorough and accurate picture, based upon which practical conclusions can be drawn (Wagner, 1997). A test is a systematic process in which an aspect of student behavior is quantitatively evaluated (Suen & Parkes, 2002).

For several decades this system of assessment has been criticized for a variety of reasons, including the separation between the teaching-learning process and the evaluation process, the relatively low level of thinking required, and the quantitative reporting of results, which does not contribute to students’ progress. In the last decade, the central argument against the tests system is that their predictability is limited to the field and context in which the students are tested, and that they do not predict student problem solving ability, teamwork, good work habits and honesty.

teachers mistakenly believe that repeating lessons will improve students’ achievements.

To evaluate how well the goals were achieved, objective measurement methods are employed (Black, et al., 2004).

Eshet- Alkalai (2004) offered a detailed conceptual framework for the term ‘digital literacy’ that includes: photo-visual thinking; reproduction thinking; branching thinking; information thinking; and socio-emotional thinking.

Eshet-Alkalai, Y. (2004). Digital literacy: A conceptual framework for survival skills in the digital era. Journal of Educational Multimedia and Hypermedia, 13(1), 93–106.

Eshet-Alkalai, Y., & Chajut, E. (2009). Changes Over Time in Digital Literacy. Cyberpsychology & Behavior, 12(6), 713-715. doi:10.1089/cpb.2008.0264

two major patterns of change over time: (a) closing the gap between younger and older participants in the tasks that emphasize profi- ciency and technical control and (b) widening the gap between younger and older participants in tasks that emphasize creativity and critical thinking. Based on the comparison with the matched control groups, we suggest that experience with technology, and not age, accounts for the observed lifelong changes in digital literacy skills

Eshet-Alkalai, Y., & Soffer, O. (2012). Guest Editorial – Navigating in the Digital Era: Digital Literacy: Socio-Cultural and Educational Aspects. Journal Of Educational Technology & Society, 15(2), 1.

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a wide range of technological, cognitive and social competences—collectively termed “Digital Literacy.” Users thus must become “digitally literate” in order to cope effectively with the complex sociological, cognitive and pedagogical challenges these technologies pose. These skills include, for example, the ability to operate computers and navigate the net effectively, to cope with large volumes of information, to evaluate the reliability of information, and to critically assess what seem to be natural (and not ideologically biased) technological tools. In a different way from the spirit of modern print, learners construct and consume knowledge in non-linear environments. They need to learn, collaborate and solve problems effectively in virtual (non face-to-face) learning environments, and to communicate effectively in technology-mediated social participation environments.

It is important to note: digital literacy, then, is not limited simply to computer and Internet operation and orientation. It also relates to a variety of epistemological and ethical issues arise due to the unique characteristics of digital technologies and that are often overlapped with trends related to the post-modern and post-structural era. These include questions regarding the authority of knowledge, intellectual property and ownership, copyright, authenticity and plagiarism. Furthermore, issues such as self-representation, virtual group dynamics, and on-line addiction also arise.

 

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more on digital literacy in this IMS blog
http://blog.stcloudstate.edu/ims?s=digital+assessment+literacy

assessment library

NISO Virtual Conference:

Justifying the Library: Using Assessment to Justify Library Investments

April 20, 11:00am – 5:00pm EST – Learn more and register at: http://www.niso.org/news/events/2016/virtual_conference/apr20_virtualconf/

Assessment exercises for institutional libraries are frequently a double-edged sword; they’re as readily used to justify cuts as they are to bolster budgets. This NISO virtual conference provides expert insights into how data gathered in the normal course of activities can be leveraged to demonstrate value to the parent institution. Data represent the raw material for building your case. What data are available? How is their quality? What is the appropriate context for persuasively presenting that data to deans, provosts and other administrators? This virtual conference will address the very hot topic of library assessment in the context of a changing educational environment and features a complete roster of expert speakers, including:

  • Steven J. Bell, Associate University Librarian, Temple University
  • Nancy Turner, Assessment and Organizational Performance Librarian, Temple University
  • Jocelyn Wilk, University Archivist, Columbia University
  •    Elisabeth Brown, Director of Assessment & Scholarly Communications Librarian, SUNY-Binghamton
  • Ken Varnum, Senior Program Manager for Discovery, Delivery, & Learning Analytics, University of Michigan
  • Jan Fransen, Service Lead for Researcher and Discovery Systems, University of Minnesota
  •    Kristi Holmes, Directer, Galter Health Sciences Library, Northwestern University
  •    Starr Hoffman, Head, Planning & Assessment, University of Nevada – Las Vegas
  • Carl Grant, Chief Technology Officer and Associate University Librarian for Knowledge Services, University of Oklahoma

The preliminary agenda and pricing information for this event may be found at:

http://www.niso.org/news/events/2016/virtual_conference/apr20_virtualconf/

As a bonus, register for the virtual conference and receive an automatic registration for the follow-up training webinar, Making Assessment Work: Using ORCIDS to Improve Your Institutional Assessments, on Thursday, April 28!

http://www.niso.org/news/events/2016/training_thursday/apr28_tt/

Instructors for that session are Alice Meadows (ORCID), Christopher Erdmann (Harvard University) and Merle Rosenzweig (University of Michigan).

For more information about this event, please contact Jill O’Neill (joneill@niso.org).

Other questions for NISO? Get in touch at:

NISO

3600 Clipper Mill Road

Suite 302

Baltimore, MD 21211-1948

Phone: +1.301.654.2512

Email: nisohq@niso.org

More on assessment in this IMS blog:

analytics in education

Formative Assessment Tools

Use these tech tools to boost engagement while also getting great feedback about what your students know.

March 26, 2014 Jeff Knutson
Infuse Learning
Infuse Learning is a tablet-based student response system for learning through conversation and collaboration. Teachers can build assessments and track students’ responses. The drawing-response tool (for sketches and diagrams) is a powerful feature here. Also, there’s native-language support for English learners. Read full review.
Kahoot
Kahoot is a game-based classroom response system. Teachers can create quizzes using content from the web. Questions appear on a class screen; without needing an account, students answer in real-time on a mobile device. Kahoot is different in that it creates an engaging competition. Students can also create their own quizzes and assessments. Read full review.
Socrative
Socrative is a student response system with a variety of activities: quizzes, assessments, games, and even exit notes. Teachers control the flow of exercises; students respond in real time. It generates reports to help teachers track learning over time. Read full review.
Turnitin
Turnitin is mostly a tool for promoting originality in students’ writing (or catching plagiarism). However, it’s also a tool to support the writing process — from teacher feedback and grading to peer evaluation and review. There’s also a handy discussion forum feature, with built-in moderation. Read full review.
Poll Everywhere
Poll Everywhere isn’t just for schools, but works well as a classroom response system. Students can respond via text message, Twitter, or a Web browser; teachers can project the results on the Web, or in a PowerPoint or Keynote presentation. Read full review.
TodaysMeet
TodaysMeet is a backchannel to help an audience and presenter connect in real time. Like a closed version of Twitter, posts are limited to 140 characters. Teachers can offer students a live stream for discussion, addressing issues on-the-spot, or as an after-lecture reflective activity. Read full review.
Backchannel Chat
Backchannel Chat is just for educational use. Students don’t have to enter any personal information into the system, and teachers can save, search, and archive discussions. Teachers also get a lot of control with customizable moderation options, a room-locking feature, and filtering for unwelcome content. Read full review.
GoSoapBox
is a student response system offering teachers more than a standard quiz/poll tool. The social Q&A feature allows students to vote the most relevant questions to the top, and a “Confusion Barometer” tool lets teachers track understanding throughout a lesson. Read full review.
Blendspace
Blendspace allows teachers to collect resources from the web and create a customizable, blended-instruction experience for students. Formative assessment tools are built in, allowing multiple question types, and the ability to track students’ progress over time. Read full review.
Collaborize Classroom
Collaborize Classroom allows teachers to create an online classroom community for learning — a home-base for online discussion forums, polls, assessments, and student-driven projects. There are differentiation tools and customized learning opportunities for individuals and small groups. Read full review.

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Class Quiz Games with Quizizz (an Alternative to Kahoot)

Quizizz is an alternative to Kahoot, and there’s also a lot for educators to like. It is very similar to Kahoot, with a few key differences.

Just like Kahoot, the teacher (or student host) chooses a quiz to begin. A five digit game code is provided. Players point their browsers to join.quizzizz.com and input the game code, along with their names. If players are using smartphones or tablets, I display the join link as a QR code.

Quizizz takes a different approach. No projector is necessary becauseplayers see questions and answer options on their own screens. The question order is randomized for each student, so it’s no easy for players to cheat. With Quizizz, players don’t have to wait for the whole class to answer a question before they continue to the next one.

So, Quizizz is player-paced while Kahoot’s pace is determined by the teacher or host. This is the major difference and can be a benefit or a drawback. If you want to pause after each question, then Kahoot is better. The class can stop and discuss after each question, immediately addressing misconceptions. With Quizizz, players zip through questions at their own pace, limiting all discussion to after all questions have been answered.

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