Presenting original studies and rich conceptual analyses, this volume reports on theoretical issues involved in the use of simulations and games in educational assessment. It is an indispensable resource for researchers and scholars of educational assessment and evaluation, educational technology, and educational and military psychology.
Presenting original studies and rich conceptual analyses, this volume reports on theoretical issues involved in the use of simulations and games in educational assessment. It is an indispensable resource for researchers and scholars of educational assessment and evaluation, educational technology, and educational and military psychology.Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Harold F. O'Neil is Professor of Educational Psychology and Technology in the Rossier School of Education, University of Southern California, US. Eva L. Baker is a Distinguished Professor at UCLA and founding Director of CRESST, US. Ray S. Perez is a Program Officer of the Cognitive Science of Learning Program, Office of Naval Research, US. Stephen E. Watson is Chief Inventor, Affinity Associates LLC, US.
Inhaltsangabe
PART 1 THEORETICAL FRAMEWORKS AND ARCHITECTURE; 1 Assessment Principles for Games and Innovative Technologies; 2 Assessment of Transfer in Games and Simulations; 3 Assessing Intrapersonal and Interpersonal Competencies With Games and Simulations; 4 An Assessment Framework for Measuring Statistical Thinking; 5 Expert Policy Capture for Assessing Performance in Simulation-Based Training and Games; 6 Fostering and Assessing Students' Creativity and Critical Thinking: Bringing Games and Simulations Into Play; 7 Digital Twin-Enabled Game-Based Simulation Architecture and Testbed for Training and Assessment; PART 2 PSYCHOMETRICS; 8 It's Game Day in Large-Scale Assessment: Practical Considerations for Expanded Development and Use of Simulations and Game-Based Assessment in Large-Scale K-12 Testing Programs; 9 Psychometric Principles, Opportunities, and Associated Challenges in Simulation- and Game-Based Assessment Through the Lens of a Four-Space Framework of Task Design
PART 1 THEORETICAL FRAMEWORKS AND ARCHITECTURE; 1 Assessment Principles for Games and Innovative Technologies; 2 Assessment of Transfer in Games and Simulations; 3 Assessing Intrapersonal and Interpersonal Competencies With Games and Simulations; 4 An Assessment Framework for Measuring Statistical Thinking; 5 Expert Policy Capture for Assessing Performance in Simulation-Based Training and Games; 6 Fostering and Assessing Students' Creativity and Critical Thinking: Bringing Games and Simulations Into Play; 7 Digital Twin-Enabled Game-Based Simulation Architecture and Testbed for Training and Assessment; PART 2 PSYCHOMETRICS; 8 It's Game Day in Large-Scale Assessment: Practical Considerations for Expanded Development and Use of Simulations and Game-Based Assessment in Large-Scale K-12 Testing Programs; 9 Psychometric Principles, Opportunities, and Associated Challenges in Simulation- and Game-Based Assessment Through the Lens of a Four-Space Framework of Task Design
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