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Tying Assessment to Objective
 Concept to be           In-Game Activity           Assessment of Learning
    taught

Negotiation         Bartering and purchasing      Learners will be required to
skills related to   supplies. (for example in a   purchase a jetpack and
obtaining the       space game, Jetpacks          oxygen tank within “the right
best price in       might be rare but extremely   price range” based on the
the shortest        helpful within the game       scarcity of the item. Learners
time for a given    and, therefore, expensive     will be assessed based on
product.            and hard to obtain, while     starting bid, subsequent bids
                    oxygen tanks might be         and amount of time to
                    abundant and easy to          acquire object.
                    obtain.)
Tying Assessment to Objective
Concept to be   In-Game Activity   Assessment of Learning
   taught
Questions to Ask When Designing the
            Assessment
• What mix of knowledge, skills, or other
  attributes should be assessed?
• What behaviors or performances would reveal
  those skills or attributes?
• What tasks or situations should elicit those
  behaviors?
Assessment of In-Game Success
• Completion Assessment -Did the player complete the level in
  the game? How long did it take? How many attempts? Was it
  the preferred path?
Assessment of In-Game Success
• In-Process Assessment – How did the player choose his or her
  actions? Did he or she change their mind? If so, at what
  point? What was the motivation behind the choice? Was it
  congruent with other decisions or did it appear to be a guess?
   – Time required to complete the lesson;
   – Number of mistakes made; sequence and frequency
   – Number of self-corrections made
Assessment of In-Game Success
• Point Assessment -Did the player score enough points to be
  considered successful? Did they score them in the right area?
   – Number of badges
   – Types of badges
Under the topic of Troubleshoot, the “Sequence of targets” element was
identified as an observable element that provides evidence of students’ fault-
locating behaviors.
In an assessment of networking skills, an algorithm was written to score the
student’s work product to identify, evaluate, and summarize the quality of the
work product in that aspect.
The log files of students’ command sequences were parsed to determine
search pattern.
Data were examined to see if the student (a) immediately visits the device on
which there is a fault, (b) systematically searches devices, rarely (or never)
returning to a previously-visited network device, or (c) unsystematically “ping-
pongs” among the devices, visiting many again and again.
The different patterns are associated with different levels of competency.




         Shute, V. J., Ventura, M., Bauer, M. I., & Zapata-Rivera, D. (2009). Melding the power of serious games and
         embedded assessment to monitor and foster learning: Flow and grow. In U. Ritterfeld, M. J. Cody, & P.
         Vorderer (Eds.), Serious Games: Mechanisms and Effects. Philadelphia, PA: Routledge/LEA. 295-321.

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Assessment

  • 1. Tying Assessment to Objective Concept to be In-Game Activity Assessment of Learning taught Negotiation Bartering and purchasing Learners will be required to skills related to supplies. (for example in a purchase a jetpack and obtaining the space game, Jetpacks oxygen tank within “the right best price in might be rare but extremely price range” based on the the shortest helpful within the game scarcity of the item. Learners time for a given and, therefore, expensive will be assessed based on product. and hard to obtain, while starting bid, subsequent bids oxygen tanks might be and amount of time to abundant and easy to acquire object. obtain.)
  • 2. Tying Assessment to Objective Concept to be In-Game Activity Assessment of Learning taught
  • 3. Questions to Ask When Designing the Assessment • What mix of knowledge, skills, or other attributes should be assessed? • What behaviors or performances would reveal those skills or attributes? • What tasks or situations should elicit those behaviors?
  • 4. Assessment of In-Game Success • Completion Assessment -Did the player complete the level in the game? How long did it take? How many attempts? Was it the preferred path?
  • 5. Assessment of In-Game Success • In-Process Assessment – How did the player choose his or her actions? Did he or she change their mind? If so, at what point? What was the motivation behind the choice? Was it congruent with other decisions or did it appear to be a guess? – Time required to complete the lesson; – Number of mistakes made; sequence and frequency – Number of self-corrections made
  • 6. Assessment of In-Game Success • Point Assessment -Did the player score enough points to be considered successful? Did they score them in the right area? – Number of badges – Types of badges
  • 7. Under the topic of Troubleshoot, the “Sequence of targets” element was identified as an observable element that provides evidence of students’ fault- locating behaviors. In an assessment of networking skills, an algorithm was written to score the student’s work product to identify, evaluate, and summarize the quality of the work product in that aspect. The log files of students’ command sequences were parsed to determine search pattern. Data were examined to see if the student (a) immediately visits the device on which there is a fault, (b) systematically searches devices, rarely (or never) returning to a previously-visited network device, or (c) unsystematically “ping- pongs” among the devices, visiting many again and again. The different patterns are associated with different levels of competency. Shute, V. J., Ventura, M., Bauer, M. I., & Zapata-Rivera, D. (2009). Melding the power of serious games and embedded assessment to monitor and foster learning: Flow and grow. In U. Ritterfeld, M. J. Cody, & P. Vorderer (Eds.), Serious Games: Mechanisms and Effects. Philadelphia, PA: Routledge/LEA. 295-321.