Review of computer‐based assessment for learning in elementary and secondary education

VJ Shute, S Rahimi - Journal of Computer Assisted Learning, 2017 - Wiley Online Library
In this paper, we review computer‐based assessment for learning (CBAfL), in elementary
and secondary education, as a viable way to merge instruction and assessment of students' …

A scoping review of digital game-based technology on English language learning

Z Xu, Z Chen, L Eutsler, Z Geng, A Kogut - … Technology Research and …, 2020 - Springer
Learning with games has been increasing in practice, but studies of the features and
learning outcomes involving digital games to develop language learning are scarce. This …

Stealth assessment of creativity in a physics video game

VJ Shute, S Rahimi - Computers in Human Behavior, 2021 - Elsevier
Creativity has been of research interest to psychologists dating back many decades, and is
currently recognized as one of the essential skills needed to succeed in our complex …

Multimodal learning analytics for game‐based learning

A Emerson, EB Cloude, R Azevedo… - British journal of …, 2020 - Wiley Online Library
A distinctive feature of game‐based learning environments is their capacity to create
learning experiences that are both effective and engaging. Recent advances in sensor …

Online Assessment in Higher Education: A Systematic Review.

J Heil, D Ifenthaler - Online Learning, 2023 - ERIC
Online assessment is defined as a systematic method of gathering information about a
learner and learning processes to draw inferences about the learner's dispositions. Online …

Uncovering students' problem-solving processes in game-based learning environments

T Liu, M Israel - Computers & Education, 2022 - Elsevier
As one of the most desired skills for contemporary education and career, problem-solving is
fundamental and critical in game-based learning research. However, students' implicit and …

Assessing implicit computational thinking in Zoombinis puzzle gameplay

E Rowe, MV Almeda, J Asbell-Clarke, R Scruggs… - Computers in Human …, 2021 - Elsevier
There has been growing interest in assessing computational thinking (CT) across diverse
learners beyond the traditional forms of tests and assignments. Learning games offer the …

An approach to evaluating the user experience of serious games

J Moizer, J Lean, E Dell'Aquila, P Walsh, AA Keary… - Computers & …, 2019 - Elsevier
The use of serious games to support learning continues to expand across a range of
educational and training settings. Hence, a need exists to understand more fully how users …

Artificial intelligence moving serious gaming: Presenting reusable game AI components

W Westera, R Prada, S Mascarenhas… - Education and …, 2020 - Springer
This article provides a comprehensive overview of artificial intelligence (AI) for serious
games. Reporting about the work of a European flagship project on serious game …

Leveraging process data to assess adults' problem-solving skills: Using sequence mining to identify behavioral patterns across digital tasks

Q He, F Borgonovi, M Paccagnella - Computers & Education, 2021 - Elsevier
This paper illustrates how process data can be used to identify behavioral patterns in a
computer-based problem-solving assessment. Using sequence-mining techniques, we …