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Garrett Eastman

ZooU: A Stealth Approach to Social Skills Assessment in Schools - 0 views

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    Abstract: "This paper describes the design and evaluation of Zoo U, a novel computer game to assess children's social skills development. Zoo U is an innovative product that combines theory-driven content and customized game mechanics. The game-like play creates the opportunity for stealth assessment, in which dynamic evidence of social skills is collected in real time and players' choices during gameplay provide the needed data. To ensure the development of an engaging and valid game, we utilized an iterative datadriven validation process in which the game was created, tested, revised based on student performance and feedback, and retested until game play was statistically matched to independent ratings of social skills. We first investigated whether the data collected through extensive logging of student actions provided information that could be used to improve the assessment. We found that detailed game logs of socially relevant player behavior combined with external measures of player social skills provided an efficient vector to incrementally improve the accuracy of the embedded assessments. Next, we investigated whether the game performance correlated with teachers' assessments of students' social skills competencies. An evaluation of the final game showed (a) significant correlations between in-game social skills assessments and independently obtained standard psychological assessments of the same students and (b) high levels of engagement and likeability for students. These findings support the use of the interactive and engaging computer game format for the stealth assessment of children's social skills. The created innovative design methodologies should prove useful in the design and improvement of computer games in education."
Garrett Eastman

Stealth Assessment in Digital Games - 0 views

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    "This paper presents the theoretical foundations of and the research methodologies for designing, developing, and evaluating stealth assessments in digital games. ... There are four main sections in this paper. First, we discuss problems with existing traditional assessments. Second, we review evidence relating to digital games and learning. Third, we define and then illustrate our stealth assessment approach with a set of assessments we are currently developing and embedding in a digital game (Newton's Playground). The stealth assessments are intended to measure levels of creativity, persistence, and conceptual understanding of Newtonian physics during game play. Finally, we discuss future research and issues related to stealth assessment in education."
Garrett Eastman

InsuOnline, a Serious Game to Teach Insulin Therapy to Primary Care Physicians: Design ... - 0 views

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    From the abstract: "Objective: We report the design of a trial to assess the educational efficacy of InsuOnline, a game for education of primary care physicians (PCPs). The goal of InsuOnline was to improve appropriate initiation and adjustment of insulin for the treatment of DM. InsuOnline was designed to be educationally adequate, self-motivating, and attractive. Methods: A multidisciplinary team of endocrinologists, experts in medical education, and programmers, was assembled for the design and development of InsuOnline. Currently, we are conducting usability and playability tests, with PCPs and medical students playing the game on a desktop computer. Adjustments will be made based on these results. An unblinded randomized controlled trial with PCPs who work in the city of Londrina, Brazil, will be conducted to assess the educational validity of InsuOnline on the Web. In this trial, 64 PCPs will play InsuOnline, and 64 PCPs will undergo traditional instructional activities (lecture and group discussion). Knowledge on how to initiate and adjust insulin will be assessed by a Web-based multiple choice questionnaire, and attitudes regarding diabetes/insulin will be assessed by Diabetes Attitude Scale 3 at 3 time points-before, immediately after, and 6 months after the intervention. Subjects´ general impressions on the interventions will be assessed by a questionnaire. Software logs will be reviewed. Results: To our knowledge, this is the first research with the aim of assessing the educational efficacy of a computer game for teaching PCPs about insulin therapy in DM. We describe the development criteria used for creating InsuOnline. Evaluation of the game using a randomized controlled trial design will be done in future studies. Conclusions: We demonstrated that the design and development of a game for PCPs education on insulin is possible with a multidisciplinary team. InsuOnline can be an attractive option for large-scale continuous medical education to help imp
Garrett Eastman

Beyond Badges & Points: Gameful Assessment Systems for Engagement in Formal Education - 0 views

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    Abstract: "This symposium bri ngs together a range of gameful assessment designs at different levels of formal education to explore how gameful design might lead to greater student engagement and improved learning outcomes. We use the term "gameful assessment" to describe assessment fr ameworks or approaches that employ game design principles to foster student motivation and learning. The symposium examines systems in both K - 12 and higher education, and considers both the conceptual underpinnings of these systems and the design space of current tools developed to make it easier for instructors to implement gameful grading systems. Data related to the success (and struggles) of each system will be discussed."
Garrett Eastman

A Conceptual Design of Multi-Agent based Personal Quiz Game - 0 views

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    Abstract: "In recent years, there has been a dramatic proliferation of research concerned with game based learning and intelligent system s . Although the intelligent agent bas ed system has existed for many years, only recently its surge of mainstream popularity motivated researchers to acknowledge its educational value. With the increasing usage of game based learning, reliability requirements for intelligent system s or multi - a gent system s have become more critical. Quiz game is one of the game types which is easy to develop and not restrict ed by any specific subject and any people . And the m ulti - agent based system is flexible and saving resource . Hence we integrate the quiz gam e into multi - agent system s , we called it m ulti - agent based quiz game and also d evelop a framework to build personalized assessment game . For the instructor, they can understand student's playing situation and experience . For the students, they have p ersona lized assessment game . In this paper, we proposed a framewor k of multi - agent based Quiz - MASter , and describe each service from each agent briefly."
Garrett Eastman

Assessment in Game-Based Learning - 0 views

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    Excerpts in Google Books. Published 2012. Includes chapters such as "Three things game designers need to know about assessment"
Garrett Eastman

Assessment Within Serious Games - 0 views

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    Presentation for the Invitational Research Symposium on Technology-Enhanced Assessments, April 27, 2012
Garrett Eastman

A Literature Review of Gaming in Education - 0 views

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    "Abstract The use of simulations and digital games in learning and assessment is expected to increase over the next several years. Although there is much theoretical support for the benefits of digital games in learning and education, there is mixed empirical support. This research report provides an overview of the theoretical and empirical evidence behind five key claims about the use of digital games in education. The claims are that digital games (1) are built on sound learning principles, (2) provide more engagement for the learner, (3) provide personalized learning opportunities, (4) teach 21st century skills, and (5) provide an environment for authentic and relevant assessment. The evidence for each claim is presented and directions for future research are discussed."
Garrett Eastman

Growing a Computer Science Program with a Focus on Game Development - 0 views

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    Abstract: "A comprehensive undergraduate curriculum in computer game development is described. The program was created as a set of elective courses in the context of a traditional computer science (CS) degree. Primary goals of the program were to increase enrollment in CS and prepare students for careers in the entertainment software industry. In addition, the CS department sought to compete for students with larger state institutions. To do so effectively the department needed to offer a unique program. Results show the new program helped the CS department to nearly triple enrollment over four years and achieve both statewide prominence and national recognition."
Garrett Eastman

A Foundation for Growth: An Introductory Course in Computer Game Development - 0 views

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    Abstract:"A one-semester introductory undergraduate course in computer game development is described. The freshman-level course has been taught for four years. The course was designed and implemented in the context of a new curriculum in computer game development. Goals of the course were to retain undergraduate computer science (CS) majors, attract new students to CS, and expose students to the content creation pipeline used in more advanced courses. A significant aspect of the course is the end-of-semester project to create a machinima - a video created using computer game technology. Besides the initial goals for the course, other benefits were discovered including fostering a sense of community by helping students get to know their peers early in the program. Results, both quantitative and anecdotal, show the course has exceeded expectations in meeting the goals originally established. In addition, the course content has been adapted to the format of a three-day summer workshop to recruit high school students to the university. The course has been integral to the growth of the CS program, enabling the program to nearly triple in size over four years and achieve both statewide prominence and national recognition."
Garrett Eastman

Games, Learning, and Assessment - 0 views

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    proposal for real-time learning assessment for educational games
Garrett Eastman

Enhancing Adaptive Learning and Assessment in Virtual Learning Environments with Educat... - 0 views

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    Abstract: "The rising acceptance of Virtual Learning Environments (VLE) in the e- Learning field poses new challenges such as producing student-centered courses which can be automatically tailored to each student's needs. For this purpose digital games can be used, taking advantage of their flexibility (good video games always try to adapt to different players) and capabilities to stealthily track players' activity, either for producing an accurate user model or enhancing the overall assessment capabilities of the system. In this chapter we discuss the integration of digital games in Virtual Learning Environments and the need of standards that allow the interoperable communication of games and VLE. We also present a middle-ware architecture to integrate video games in VLEs that addresses the technical barriers posed by the integration. We present a case study with the implementation of the architecture in the game authoring platform, along with three examples of video game integration in educational settings"
Garrett Eastman

The Development and Effect of Serious Games - 0 views

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    From the abstract: "In this thesis we present the development of this mobile multi-platform serious game intended to teach the basic information about asthma to teenagers and young adults. We review the design of the game and the mobile technologies used to create the game. We present conclusions based on observations made while interviewees played the game, and detail the changes made to the game based on these observations. Each interviewee also provided feedback on the game, and completed several assessments to measure their knowledge of asthma before and after playing the game. We review the knowledge each interviewee gained from the interaction with the game, and draw and present conclusions based on the background each subject comes from"
Garrett Eastman

Stealth Assessment - Measuring and Supporting Learning in Video Games - 0 views

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    Published March 2013 and excerpted in Google Books
Garrett Eastman

Concepts for User Experience Research - 0 views

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    Abstract: "We present concepts of user experience (UX) research and show application areas where UX can be applied. We categorise assessment methods, and present estimation models and metrics of UX. Especially the relations between UX and bio-physiological responses, as well as observations are in the foreground." Includes a section on gamification and game experience.
Garrett Eastman

THE CONSTRUCTION OF AN ONLINE COMPETITIVE GAME-BASED LEARNING SYSTEM FOR JUNIOR HIGH SC... - 0 views

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    Abstract: "The purpose of this study aimed to construct an online competitive game-based learning system by using freeware for junior high school students and to assess its effectiveness. From the learning standpoints, game mechanisms including learning points, competition mechanism, training room mechanism, questioning & answering mechanism, tips, and feedback mechanism are taken into consideration while constructing the system. The system contains screens of Log-in, Game lobby, Waiting room, Player's room, Question & Answer, and Scoring. After the system was established, it was implemented in a 10 week teaching experiment. A total of 35 junior high school students participated in this teaching experiment. Both pre-test and post-test were administered and analyzed. A 5-point Likert scale questionnaire, containing domains of system operation, learning effectiveness, competition and incentive, and training room learning was also included to assess user's satisfaction. Descriptive analysis and independent t test were used to analyze the collected data. The findings of the study show that most students are satisfied with the four domains of the freeware constructed online competitive game-based learning system. Meanwhile, the online competitive game-based learning system is effective for junior high school students' learning."
Garrett Eastman

Usability analysis of video games: the development of assessment standards - 0 views

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    Presents results of a gamer questionnaire as well as analysis of effective games and their producers
Garrett Eastman

Usability and Play Testing: the Often Missed Assessment - 0 views

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    Consideration of usability testing for serious, educational games
Garrett Eastman

Applying Serious Games to Assess Driver Information System Ergonomics - 0 views

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    from the abstract: "In this dissertation, a study of the serious games' validity for assessing the in-vehicle information systems ergonomics is presented. Results show that by using low-cost serious game it is possible to successfully predict the interactions' impact on driving performance. Moreover, the developed serious game obtained very promising driving performance approximations to a high fidelity driving simulator. This simulator was used, along with the serious game, to study the impact of two elementary tasks in the current in-vehicle information systems: read text and navigate menus manually. Both tasks affected significantly the vehicle's lateral control, and less significantly the longitudinal control. A final experiment was conducted to confirm the existence of the serious game influence over the behaviour of subjects. It was possible to observe that the game applied a positive impact to drivers' behaviour by improving their lateral and longitudinal control over the vehicle."
Garrett Eastman

PLOS ONE: Teaching the Blind to Find Their Way by Playing Video Games - 0 views

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    Abstract: "Computer based video games are receiving great interest as a means to learn and acquire new skills. As a novel approach to teaching navigation skills in the blind, we have developed Audio-based Environment Simulator (AbES); a virtual reality environment set within the context of a video game metaphor. Despite the fact that participants were naïve to the overall purpose of the software, we found that early blind users were able to acquire relevant information regarding the spatial layout of a previously unfamiliar building using audio based cues alone. This was confirmed by a series of behavioral performance tests designed to assess the transfer of acquired spatial information to a large-scale, real-world indoor navigation task. Furthermore, learning the spatial layout through a goal directed gaming strategy allowed for the mental manipulation of spatial information as evidenced by enhanced navigation performance when compared to an explicit route learning strategy. We conclude that the immersive and highly interactive nature of the software greatly engages the blind user to actively explore the virtual environment. This in turn generates an accurate sense of a large-scale three-dimensional space and facilitates the learning and transfer of navigation skills to the physical world."
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