The relation between 21st-century skills and digital skills: A systematic literature review

E Van Laar, AJAM Van Deursen, JAGM Van Dijk… - Computers in human …, 2017 - Elsevier
Innovation starts with people, making the human capital within the workforce decisive. In a
fast-changing knowledge economy, 21 st-century digital skills drive organizations' …

Learning analytics methods, benefits, and challenges in higher education: A systematic literature review.

JT Avella, M Kebritchi, SG Nunn, T Kanai - Online Learning, 2016 - ERIC
Higher education for the 21st century continues to promote discoveries in the field through
learning analytics (LA). The problem is that the rapid embrace of of LA diverts educators' …

Nuevas tendencias de aprendizaje colaborativo en e-learning: Claves para su implementación efectiva

R Avello Martínez, JM Duart - Estudios pedagógicos (Valdivia), 2016 - SciELO Chile
Nos encontramos en el inicio de una nueva evolución, como resultado del desarrollo de las
TIC, y su introducción y uso intensivo en las dinámicas sociales y en la realidad educativa …

[图书][B] Educational and psychological measurement

WH Finch, BF French - 2018 - taylorfrancis.com
This new text provides the most current coverage of measurement and psychometrics in a
single volume. Authors W. Holmes Finch and Brian F. French first review the basics of …

Applying evidence-centered design for the development of game-based assessments in physics playground

YJ Kim, RG Almond, VJ Shute - International Journal of Testing, 2016 - Taylor & Francis
Game-based assessment (GBA) is a specific use of educational games that employs game
activities to elicit evidence for educationally valuable skills and knowledge. While this …

Assessment of cognitive flexibility in personnel selection: Validity and acceptance of a gamified version of the Wisconsin Card Sorting Test

BE Hommel, R Ruppel, H Zacher - International Journal of …, 2022 - Wiley Online Library
The present study contributes to the emerging field of gamification in personnel selection by
examining validity and acceptance of the Gamified Set‐Shifting Task (GSST), which is based …

Identifying patterns of students' performance on simulated inquiry tasks using PISA 2015 log‐file data

N Teig, R Scherer, M Kjærnsli - Journal of Research in Science …, 2020 - Wiley Online Library
Previous research has demonstrated the potential of examining log‐file data from computer‐
based assessments to understand student interactions with complex inquiry tasks. Rather …

The effect of pedagogical GAME model on students' PISA scientific competencies

CY Tsai, H Lin, SC Liu - Journal of Computer Assisted Learning, 2020 - Wiley Online Library
The purpose of this study is to explore the effect of a pedagogical model of digital games on
students' scientific competencies that are advocated by the Programme for International …

A systematic literature review of game-based assessment studies: Trends and challenges

MJ Gomez, JA Ruipérez-Valiente… - IEEE Transactions on …, 2022 - ieeexplore.ieee.org
Technology has become an essential part of our everyday life, and its use in educational
environments keeps growing. In addition, games are one of the most popular activities …

Digital games for creativity assessment: Strengths, weaknesses and opportunities

J Rafner, MM Biskjær, B Zana, S Langsford… - Creativity Research …, 2022 - Taylor & Francis
Creativity assessments should be valid, reliable, and scalable to support various
stakeholders (eg, policy-makers, educators, corporations, and the general public) in their …