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Autor/inn/enHummel, Hans G. K.; Joosten-ten Brinke, Desirée; Nadolski, Rob J.; Baartman, Liesbeth K. J.
TitelContent Validity of Game-Based Assessment: Case Study of a Serious Game for ICT Managers in Training
QuelleIn: Technology, Pedagogy and Education, 26 (2017) 2, S.225-240 (16 Seiten)Infoseite zur Zeitschrift
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Spracheenglisch
Dokumenttypgedruckt; online; Zeitschriftenaufsatz
ISSN1475-939X
DOI10.1080/1475939X.2016.1192060
SchlagwörterContent Validity; Educational Games; Computer Games; Computer Assisted Testing; Case Studies; Information Technology; Administrator Education; Performance Based Assessment; Evaluation Methods; Learning Activities; Input Output Analysis; Secondary Education; Vocational Education; Educational Indicators; Summative Evaluation; Foreign Countries; Interviews; Netherlands
AbstractSerious games foster the acquisition of complex problem-solving skills. Assessment of such skills should be in line with instruction, and within a serious game environment its content validity should equal face-to-face assessment. Research on assessment in serious gaming has remained rather scarce. This article shows how assessment can be implemented in serious gaming in a way that assures content validity. The core of the authors' validation method entails mapping learning activities (as contained in the game scenario) on performance indicators and outputs (as derived from formal attainment levels). They present how they have elaborated and applied the method for an assessment game for ICT managers in secondary vocational education. They describe the procedure and extent to which this assessment is content-valid compared to face-to-face assessment. (As Provided).
AnmerkungenRoutledge. Available from: Taylor & Francis, Ltd. 530 Walnut Street Suite 850, Philadelphia, PA 19106. Tel: 800-354-1420; Tel: 215-625-8900; Fax: 215-207-0050; Web site: http://www.tandf.co.uk/journals
Erfasst vonERIC (Education Resources Information Center), Washington, DC
Update2020/1/01
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