Interdisciplinary Design of Game-based Learning Platforms


Book Description

This book represents a four-year research and development project. It presents a phenomenological examination and explanation of a functional design framework for games in education. It furnishes a rich description of the experiences and perceptions of performing interdisciplinary collaborative design among experts of very diverse fields, such as learning systems design, architectural design, assessment design, mathematics education, and scientific computing.




Game-based Learning Across the Disciplines


Book Description

The volume focuses on epistemological, theoretical and empirical issues of game-based learning in various disciplines. It encompasses questions of game design as well as instructional integration and organizational implementation of game-based learning across various disciplines and includes contributions from different levels of the formal educational system (i.e., primary, secondary and tertiary education) as well as contributions reporting the use of game-based learning in informal learning settings. The volume addresses scholars, practitioners and students who are interested in how games and game-based learning can be designed, implemented and evaluated in a cross-, inter- and transdisciplinary perspective.







Game-Based Education Approaches to Inclusive Business Management


Book Description

Addressing social inequalities and fostering holistic well-being has never been more pressing. As people grapple with environmental challenges and navigate the complexities of human interactions, the need for a paradigm shift in how businesses are managed becomes vital. Seeking to confront the profound issue at the heart of our societal fabric — the need for organizations, both public and private, to transcend conventional practices— emerges Game-Based Education Approaches to Inclusive Business Management as a tool for change. The book advocates for a transformative approach that integrates game-based learning and working methodologies to instigate a shift towards inclusivity, social responsibility, and overall well-being. Scholars, academics, practitioners, and those passionate about reshaping our societal fabric are invited to contribute to this collective effort, shaping a future where inclusivity and well-being are not mere ideals but integral components of business management. Grounded in the understanding that the fate of our planet hinges not only on environmental responsibility but also on the quality of human interactions within our work environments, this book ventures into uncharted territory. The objective is clear: to dissect the challenges impeding inclusive practices in business management. By melding research with game-based methodologies, the book seeks to uncover solutions that transcend traditional boundaries. It endeavors to examine the complexities of reducing inequalities and fostering inclusivity by delving into organizational, economic, and personal perspectives. The fusion of game-based learning and game-based working emerges as a driving force for promoting organizational well-being, challenging existing norms, and paving the way for a future where inclusivity is not just an aspiration but an intrinsic aspect of business management.




Game-Based Assessment Revisited


Book Description

The capabilities and possibilities of emerging game-based learning technologies bring about a new perspective of learning and instruction. This, in turn, necessitates alternative ways to assess the kinds of learning that are taking place in the game-based environments. The field has been broadening the focus of assessment in game environments (i.e., what we measure), developing processes and methodologies that go beyond psychometrics practices (i.e., how we go about assessment in games), and implementing the game-based assessment (GBA) in real contexts. The current state of the field calls for a revisit of this topic to understand what we have learned from the research on this topic, and how the GBA work changed how the field thinks about assessment beyond game environments. Accordingly, this comprehensive volume covers the current state of research, methodology, and technology of game-based assessment. It features four major themes: what we are measuring in games, how GBA has influenced how people do assessment beyond games, new methods and practices, and implementations of GBA. The audience for this volume includes researchers, graduate students, teachers, and professional practitioners in the areas of education, instructional design, educational psychology, academic and organizational development, and instructional technology.




Handbook of Research on Transformative and Innovative Pedagogies in Education


Book Description

Various pedagogies, such as the use of digital learning in education, have been used and researched for decades, but many schools have little to show for these initiatives. This contrasts starkly with technology-supported initiatives in other fields such as business and healthcare. Traditional pedagogies and general digital technology applications have yet to impact education in a significant way that transforms learning. A primary reason for this minimal impact on learning is that digital technologies have attempted to make traditional instructional processes more efficient rather than using a more appropriate paradigm for learning. As such, it is important to look at digital technology as a partner and use transformative applications to become partners with students (not teachers) to empower their learning process both in and out of school. The Handbook of Research on Transformative and Innovative Pedagogies in Education is a comprehensive reference that identifies and justifies the paradigm of transformative learning and pedagogies in education. It provides exemplars of existing transformative applications that, if used as partners to empower student learning, have the potential to dramatically engage students in a type of learning that better fits 21st century learners. Covering topics such as gamification, project-based learning, and professional development, this major reference work is an essential resource for pre-service and in-service teachers, educational technologists, instructional designers, educational administration and faculty, researchers, and academicians seeking pedagogical models that inspire students to learn meaningfully.




Games as Stealth Assessments


Book Description

In the world of assessment, traditional methods often fall short, providing limited insight into individuals' skills and abilities while being susceptible to response biases. Recognizing these shortcomings, researchers have delved into the realm of stealth assessments, a novel approach that embeds traditional measurement techniques within a game-based environment. By seamlessly integrating assessment into gameplay, stealth assessments offer a contextually rich and unobtrusive method of data collection, allowing for a comprehensive understanding of the constructs being assessed. Games as Stealth Assessments unveils the promising field of stealth assessment, exploring its design considerations, research methods, and practical applications. Drawing upon a foundation of psychometrically-sound assessment practices, this book delves into the intersection of thoughtful game design and empirical support for the use of stealth assessments. It justifies the adoption of stealth assessments in academic disciplines such as mathematics, science, and literacy, as well as in the assessment of psychological constructs like aggression, social skills, and self-regulation.




Computational Psychometrics: New Methodologies for a New Generation of Digital Learning and Assessment


Book Description

This book defines and describes a new discipline, named “computational psychometrics,” from the perspective of new methodologies for handling complex data from digital learning and assessment. The editors and the contributing authors discuss how new technology drastically increases the possibilities for the design and administration of learning and assessment systems, and how doing so significantly increases the variety, velocity, and volume of the resulting data. Then they introduce methods and strategies to address the new challenges, ranging from evidence identification and data modeling to the assessment and prediction of learners’ performance in complex settings, as in collaborative tasks, game/simulation-based tasks, and multimodal learning and assessment tasks. Computational psychometrics has thus been defined as a blend of theory-based psychometrics and data-driven approaches from machine learning, artificial intelligence, and data science. All these together provide a better methodological framework for analysing complex data from digital learning and assessments. The term “computational” has been widely adopted by many other areas, as with computational statistics, computational linguistics, and computational economics. In those contexts, “computational” has a meaning similar to the one proposed in this book: a data-driven and algorithm-focused perspective on foundations and theoretical approaches established previously, now extended and, when necessary, reconceived. This interdisciplinarity is already a proven success in many disciplines, from personalized medicine that uses computational statistics to personalized learning that uses, well, computational psychometrics. We expect that this volume will be of interest not just within but beyond the psychometric community. In this volume, experts in psychometrics, machine learning, artificial intelligence, data science and natural language processing illustrate their work, showing how the interdisciplinary expertise of each researcher blends into a coherent methodological framework to deal with complex data from complex virtual interfaces. In the chapters focusing on methodologies, the authors use real data examples to demonstrate how to implement the new methods in practice. The corresponding programming codes in R and Python have been included as snippets in the book and are also available in fuller form in the GitHub code repository that accompanies the book.







Adaptive Instructional Systems


Book Description

This volume constitutes the refereed proceedings of the Second International Conference on Adaptive Instructional Systems, AIS 2020, which was due to be held in July 2020 as part of HCI International 2020 in Copenhagen, Denmark. The conference was held virtually due to the COVID-19 pandemic. A total of 1439 papers and 238 posters have been accepted for publication in the HCII 2020 proceedings from a total of 6326 submissions. The 41 papers presented in this volume were organized in topical sections as follows: designing and developing adaptive instructional systems; learner modelling and methods of adaptation; evaluating the effectiveness of adaptive instructional systems. Chapter "Exploring Video Engagement in an Intelligent Tutoring System" is available open access under a Creative Commons Attribution 4.0 International License via link.springer.com. Chapters “An Ambient and Pervasive Personalized Learning Ecosystem: “Smart Learning” in the Age of the Internet of Things“ and “Exploring Video Engagement in an Intelligent Tutoring System" are available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.