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Erschienen in: Journal of Science Education and Technology 2/2009

01.04.2009

Designing Assessments and Assessing Designs in Virtual Educational Environments

verfasst von: Daniel T. Hickey, Adam A. Ingram-Goble, Ellen M. Jameson

Erschienen in: Journal of Science Education and Technology | Ausgabe 2/2009

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Abstract

This study used innovative assessment practices to obtain and document broad learning outcomes for a 15-hour game-based curriculum in Quest Atlantis, a multi-user virtual environment that supports school-based participation in socio scientific inquiry in ecological sciences. Design-based methods were used to refine and align the enactment of virtual narrative and scientific investigations to a challenging problem solving assessment and indirectly to achievement test items that were independent of the curriculum. In study one, one-sixth grade teacher used the curriculum in two of his classes and obtained larger gains in understanding and achievement than his two other classes, which used an expository text to learn the same concepts and skills. Further treatment refinements were carried out, and two forms of virtual formative feedback were introduced. In study two, the same teacher used the curriculum in all four of his classes; the revised curriculum resulted in even larger gains in understanding and achievement. Gains averaged 1.1 SD and 0.4 SD, respectively, with greater gains shown for students who engaged more with formative feedback. Principles for assessing designs and designing assessments in virtual environments are presented.

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Fußnoten
1
This broader discourse is what Gee (2007) calls “the Game” to distinguish from the specifically designed discourses that make up “the game.”
 
2
Of course, feedback can be provided that tells students which of the 4–5 associations on each item was most correct. But the students are very unlikely to ever see that particular item or even those particular associations again. Nonetheless, must commercial tests cannot even provide that feedback because it compromises the test.
 
3
Because these implementations of the Taiga curriculum were relatively isolated from the broader QA narrative, these incentives played a relatively minor role in this study and will not be discussed further.
 
4
These standards were as follows: Scientific inquiry Begin to evaluate the validity of claims based on the amount and quality of the evidence cited; Technology and science Explain how the solution to one problem, such as the use of pesticides in agriculture or the use of dumps for waste disposal, may create other problems; Systems Recognize and describe that systems contain objects as well as processes that interact with each other; Models and Scale Demonstrate how geometric figures, number sequences, graphs, diagrams, sketches, number lines, maps, and stories can be used to represent objects, events, and processes in the real world, although such representation can never be exact in every detail.
 
5
This is important to test because statistically significant between-class/within-group differences will inflate the significance of between-group comparisons if not accounted for.
 
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Metadaten
Titel
Designing Assessments and Assessing Designs in Virtual Educational Environments
verfasst von
Daniel T. Hickey
Adam A. Ingram-Goble
Ellen M. Jameson
Publikationsdatum
01.04.2009
Verlag
Springer Netherlands
Erschienen in
Journal of Science Education and Technology / Ausgabe 2/2009
Print ISSN: 1059-0145
Elektronische ISSN: 1573-1839
DOI
https://doi.org/10.1007/s10956-008-9143-1

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