Individualized Skill Assessment in Digital Learning Games: Basic Definitions and Mathematical Formalism
نویسندگان
چکیده
منابع مشابه
Digital games in medical education:Key terms, concepts, and definitions
Background: Game-based education is fast becoming a key instrument in medical education. Method: In this study, papers related to games were filtered and limited to full-text peer-reviewed published in English. Results: To the best of researchers’ knowledge, the concepts used in the literature are varied and distinct, and the literature is not conclusive on the definition of educational...
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این پایان نامه بدنبال بررسی کاربرد ارزیابی مستمر در یک محیط یادگیری زبان دوم از طریق طرح چهار سوال تحقیق زیر بود: (1) درک توانایی های فراگیران زمانیکه که از طریق برآورد عملکرد مستقل آنها امکان پذیر نباشد اما در طول جلسات ارزیابی مستمر مشخص شوند; (2) امکان تقویت توانایی های فراگیران از طریق ارزیابی مستمر; (3) سودمندی ارزیابی مستمر در هدایت آموزش فردی به سمتی که به منطقه ی تقریبی رشد افراد حساس ا...
15 صفحه اولDigital games in medical education: Key terms, concepts, and definitions
Introduction: Game-based education is fast becoming a key instrument in medical education. Method: In this study, papers related to games were filtered and limited to full-text peer-reviewed published in English. Results: To the best of researchers' knowledge, the concepts used in the literature are varied and distinct, and the literature is not conclusive on the definition of educational games...
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A crucial factor for successful digital educational games, particularly for older children and adolescents, is an appropriate balance; balance between learning and gaming and balance between challenge and ability. These factors are important to maintain fun, immersion, flow experience, and motivation – the motivation to play and therefore to learn. Moreover, it is important to realize a gaming ...
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The aim of this experiment was to study the effect of computer game on acquisition and retention of free throw basketball skills (accuracy and pattern) and compare this method with two patterning methods (skilled and learning). 50 high school students age range 15-17 years were selected as a research samples. Subjects after participating in the pretest were divided into 5 equal groups and each ...
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ژورنال
عنوان ژورنال: IEEE Transactions on Learning Technologies
سال: 2011
ISSN: 1939-1382
DOI: 10.1109/tlt.2010.21