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Three Things Game Designers Need to Know About Assessment

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Assessment in Game-Based Learning

Abstract

Designing game-based assessments requires coordinating the work of people from communities with little overlap, such as subject matter experts, game designers, software engineers, assessment specialists, and psychometricians. This chapter discusses three things that game designers should know about assessment to help their work come together toward the common goal: (1) Assessment design is compatible with game design, because they build on the same principles of learning. (2) Assessment is not really about numbers; it is about the structure of reasoning. (3) The key constraints of assessment design and game design need to be addressed, even if in rudimentary form, from the very beginning of the design process. The assessment design framework called “evidenced centered design” is introduced to complement game design principles, so that designers can address assessment criteria such as reliability and validity jointly with game criteria such as engagement and interactivity. The ideas are illustrated with examples from the Packet Tracer simulation environment and Aspire game that are used in the Cisco Networking Academies for learning and assessing computer network engineering.

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Notes

  1. 1.

    Pearl (1988) quoted the statistician Glenn Shafer as having said “Probability isn’t really about numbers; it’s about the structure of reasoning.”

  2. 2.

    http://www.facebook.com/apps/application.php?id=123204664363385. Downloaded April 15, 2011.

  3. 3.

    Behrens, Frezzo, Mislevy, Kroopnick, and Wise (2007) analyzed an earlier prototype of Aspire, called Network City, in terms of the structural, functional, and semiotic symmetries between ­simulation-based games and assessments.

  4. 4.

    This figure is based on Almond, Steinberg, and Mislevy (2002) four-process architecture for assessment delivery systems. They describe how the processes are structured around the information in student, evidence, and task models discussed later in this chapter. Frezzo, Behrens, and Mislevy (2009) show how it plays out in Cisco’s Packet Tracer Skills Assessments.

  5. 5.

    These depictions and the narrative discussion of them set the stage for the more technical specifications that experts will need to address, such as measurement models, scoring algorithms, and generative task models. The interested reader is referred to Mislevy et al. (2003) and Mislevy and Riconscente (2006).

  6. 6.

    Susan Embretson’s (1985) Test design: Developments in psychology and psychometrics was a watershed publication on this problem. Leighton and Gierl (2007) provide more recent examples.

  7. 7.

    http://www.norsys.com. Downloaded May 1, 2011.

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Acknowledgments

The work reported here was supported in part by a research contract from Cisco Systems, Inc., to the University of Maryland, College Park, and the Center for Advanced Technology in Schools (CATS), PR/Award Number R305C080015, as administered by the Institute of Education Sciences, U.S. Department of Education. The findings and opinions expressed in this report are those of the authors and do not necessarily reflect the positions or policies of Cisco, the CATS, the National Center for Education Research (NCER), the Institute of Education Sciences (IES), or the U.S. Department of Education.

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Mislevy, R.J., Behrens, J.T., Dicerbo, K.E., Frezzo, D.C., West, P. (2012). Three Things Game Designers Need to Know About Assessment. In: Ifenthaler, D., Eseryel, D., Ge, X. (eds) Assessment in Game-Based Learning. Springer, New York, NY. https://doi.org/10.1007/978-1-4614-3546-4_5

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