2012
DOI: 10.1007/978-1-4614-3546-4
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Assessment in Game-Based Learning

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Cited by 115 publications
(25 citation statements)
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References 349 publications
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“…Since serious games are nothing more than software application, it is easy for computer scientists and software engineers to directly manipulate the variables and functions in serious games to track what play-learners actually do in the game environment. In situ data collection can be made possible via: (a) data dump as log data, (b) game telemetry (popularized in the entertainment game development circles, by Zoeller, 2013 ), and (c) Information Trails (originated from the instructional design circle, by Loh, 2006Loh, , 2012b.…”
Section: In Situ Vs Ex Situ Data Collectionmentioning
confidence: 99%
“…Since serious games are nothing more than software application, it is easy for computer scientists and software engineers to directly manipulate the variables and functions in serious games to track what play-learners actually do in the game environment. In situ data collection can be made possible via: (a) data dump as log data, (b) game telemetry (popularized in the entertainment game development circles, by Zoeller, 2013 ), and (c) Information Trails (originated from the instructional design circle, by Loh, 2006Loh, , 2012b.…”
Section: In Situ Vs Ex Situ Data Collectionmentioning
confidence: 99%
“…More than just telemetry, Information Trails (Loh, 2006(Loh, , 2012bLoh, Anantachai, Byun, & Lenox, 2007) is a serious games assessment framework (from the field of Instructional Design and Technology) that takes into consideration the need for in situ data collection, telemetry, data mining, and data visualization for performance assessment. There are two parts to Information Trails: the online Serious Games data collection framework and a separate visualization component called Performance Tracing Report Assistant (PeTRA), as shown in Fig.…”
Section: The Information Trails Assessment Frameworkmentioning
confidence: 99%
“…Once the play-learners' actions have been captured from within the serious games, researchers can then (re)trace what actions players performed within the game, visualize their navigational paths, and make sense of interesting patterns therein (see Loh, 2012b;Scarlatos & Scarlatos, 2010;Thawonmas & Iizuka, 2008).…”
Section: In Situ Data and White Boxmentioning
confidence: 99%
“…How then, do we assess performance in a virtual 'serious-game' environment when we can neither directly (a) measure learning that occurs in the mind, nor (b) observe the actions that occur in a non-physical environment? In other words, the only solution is to find a way to measure the players' performance according to their actions performed within the training environment in situ as evidence of their learning (Loh, 2007;Loh, 2012b;Schmidt & Lee, 2011).…”
Section: Introductionmentioning
confidence: 99%
“…As serious games are ''designed to support knowledge acquisition and/or skill development,'' not only is player-performance assessment an important, if not the most important, aspect of serious game evaluation (Bellotti, Kapralos, Lee, & Moreno-Ger, 2013;Loh, Anantachai, Byun, & Lenox, 2007;Shute et al, 2010), it is also a necessary component for these games to set themselves apart from other entertainment games (Michael & Chen, 2006). Since the advances in technology have made it increasingly easy to trace players' in-game actions and behaviors for performance assessment (Loh, 2012b;Thawonmas & Iizuka, 2008;Wallner, 2013), stakeholders in the training and learning industries have begun asking for ''measurable evidence of training or learning'' to justify their investment and to ensure a good rate of return (Loh, 2011).…”
Section: Introductionmentioning
confidence: 99%