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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.
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.
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