Using Games and Simulations for Teaching and Assessment
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Using Games and Simulations for Teaching and Assessment: Key Issues

Using Games and Simulations for Teaching and Assessment: Key Issues

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About the Book

Using Games and Simulations for Teaching and Assessment: Key Issues comprises a multidisciplinary investigation into the issues that arise when using games and simulations for educational purposes. Using both theoretical and empirical analyses, this collection examines cognitive, motivational, and psychometric issues with a focus on STEM content. Unlike other research-based volumes that focus solely on game design or the theoretical basis behind gaming, this book unites previously disparate communities of researchers—from civilian to military contexts as well as multiple disciplines—to critically explore current problems and illustrate how instructionally effective games and simulations should be planned and evaluated. While computer-based simulations and games have the potential to improve the quality of education and training, Using Games and Simulations for Teaching and Assessment: Key Issues shows how the science of learning should underlie the use of such technologies. Through a wide-ranging yet detailed examination, chapter authors provide suggestions for designing and developing games, simulations, and intelligent tutoring systems that are scientifically-based, outcomes-driven, and cost-conscious.

Table of Contents:
List of Contributors Preface by Harold F. O’Neil, Eva L. Baker, and Ray S. Perez Section 1: Theory/Framework/Context Chapter 1: A Framework to Create Effective Learning Games and Simulations by Eva L. Baker and Girlie C. Delacruz Chapter 2: Computational Issues in Modeling User Behavior in Serious Games by Markus R. Iseli and Rajesh Jha Chapter 3: A Framework for Validating 21st Century Assessment Tools by Roy Stripling, John J. Lee, and Joseph V. Cohn Chapter 4: Intelligent Tutoring Systems, Serious Games, and the Generalized Intelligent by Arthur C. Graesser, Xiangen Hu, Benjamin D. Nye, and Robert A. Sottilare Section 2: Assessment Chapter 5: Using Crowdsourcing as a Formative Evaluation Technique for Game Icons by Ayesha Madni, Gregory K. W. K. Chung, Eva L. Baker, and Noelle C. Griffin Chapter 6: Lessons Learned From Intelligent Tutoring Research for Simulation by Ray S. Perez, Anna Skinner, and Paul Chatelier Chapter 7: Measuring Learning in Simulations and Games by Allen Munro Chapter 8: The Role of Neurobiology in Teaching and Assessing Games by Ray S. Perez, Jason Ralph, and James Niehaus Section 3: Cognitive/Motivational Issues Chapter 9: Role of Metacognition in STEM Games and Simulations by Richard E. Mayer Chapter 10: The Role of Motivation, Affect, and Engagement in Simulation/Game Environments: A Proposed Model by Robert Rueda, Harold F. O’Neil, and Elena Son Chapter 11: Can Games Facilitate Access to College? By Zoë B. Corwin, Robert W. Danielson, Gisele Ragusa, and William G. Tierney Section 4: Psychometric Issues Chapter 12: Inference in Game-Based Assessment by Kristen E. DiCerbo, Robert J. Mislevy, and John T. Behrens Chapter 13: On the Role of Multilevel Item Response Models in Multisite Evaluation Studies for Serious Games by Li Cai, Kilchan Choi, and Megan Kuhfeld Index


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Product Details
  • ISBN-13: 9780415737876
  • Publisher: Taylor & Francis Ltd
  • Publisher Imprint: Routledge
  • Height: 229 mm
  • No of Pages: 312
  • Weight: 589 gr
  • ISBN-10: 0415737877
  • Publisher Date: 30 Mar 2016
  • Binding: Hardback
  • Language: English
  • Sub Title: Key Issues
  • Width: 152 mm


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