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dc.contributor.authorShute, Valerie
dc.contributor.authorVentura, Matthew
dc.date.accessioned2022-02-21T15:10:33Z
dc.date.available2022-02-21T15:10:33Z
dc.date.issued2013
dc.identifierONIX_20220221_9780262315210_41
dc.identifier.urihttps://directory.doabooks.org/handle/20.500.12854/78521
dc.description.abstractAn approach to performance-based assessments that embeds assessments in digital games in order to measure how students are progressing toward targeted goals. To succeed in today's interconnected and complex world, workers need to be able to think systemically, creatively, and critically. Equipping K-16 students with these twenty-first-century competencies requires new thinking not only about what should be taught in school but also about how to develop valid assessments to measure and support these competencies. In Stealth Assessment, Valerie Shute and Matthew Ventura investigate an approach that embeds performance-based assessments in digital games. They argue that using well-designed games as vehicles to assess and support learning will help combat students' growing disengagement from school, provide dynamic and ongoing measures of learning processes and outcomes, and offer students opportunities to apply such complex competencies as creativity, problem solving, persistence, and collaboration. Embedding assessments within games provides a way to monitor players' progress toward targeted competencies and to use that information to support learning. Shute and Ventura discuss problems with such traditional assessment methods as multiple-choice questions, review evidence relating to digital games and learning, and illustrate the stealth-assessment approach with a set of assessments they are developing and embedding in the digital game Newton's Playground. These stealth assessments are intended to measure levels of creativity, persistence, and conceptual understanding of Newtonian physics during game play. Finally, they consider future research directions related to stealth assessment in education.
dc.languageEnglish
dc.relation.ispartofseriesThe John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning
dc.subject.classificationbic Book Industry Communication::J Society & social sciences::JN Education::JNK Organization & management of education::JNKD Examinations & assessment
dc.subject.classificationbic Book Industry Communication::U Computing & information technology::UD Digital lifestyle::UDX Computer games / online games: strategy guides
dc.subject.classificationthema EDItEUR::J Society and Social Sciences::JN Education::JND Educational systems and structures::JNDH Education: examinations and assessmenten_US
dc.subject.classificationthema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDX Computer games / online games: strategy guidesen_US
dc.subject.othertesting
dc.subject.othereducational assessment
dc.subject.otheralternative assessment techniques
dc.subject.othertesting methods
dc.subject.otherstudent evaluation
dc.subject.otherstudent testing
dc.subject.othereducational games
dc.subject.otherlearning games
dc.subject.othergame studies
dc.subject.othergames in education
dc.subject.otherperformance-based assessments
dc.subject.otherdigital games and learning
dc.subject.otherembedded assessment
dc.subject.otherdigital games
dc.subject.othergames in schools
dc.titleStealth Assessment
dc.title.alternativeMeasuring and Supporting Learning in Video Games
dc.typebook
oapen.identifier.doi10.7551/mitpress/9589.001.0001
oapen.relation.isPublishedByae0cf962-f685-4933-93d1-916defa5123d
oapen.relation.isbn9780262315210
oapen.relation.isbn9780262518819
oapen.imprintThe MIT Press
oapen.pages102
oapen.place.publicationCambridge


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