Games and Assessment Week 6
Jul 12, 2015
Games and Assessment
Week 6
Asking the Right Question
Effective systematic inquiry processes begin with an appropriate question.
Asking the right question is often the most difficult part of assessment.
Learning Outcome related questions
• Start with a specific, measurable, time-bound learning outcome.
• Example: After unit 3, students will be able to list the 4 fun keys to create important emotions.
Learning Outcome related questions
• Example: After unit 3, students will be able to list the 4 fun keys to create important emotions.
Answer: The 4 Fun Keys create games' four most
important emotions:
1. Hard Fun: Fiero - in the moment personal triumph over adversity
2. Easy Fun: Curiosity
3. Serious Fun: Relaxation and excitement
4. People Fun: Amusement
Traditional methods for data collection:
• Exams, online or in class
• Quizzes, online or in class
• Use grading rubrics
Discussion Question: How could you collect this information using games or other non-traditional methods?
Process Evaluation related questions
• Do our processes work well? Could they work better?
• Do our policies help or hinder student success?
• To what extend is our program being implemented according to plan?
• Do we have the resources we need?
• What are the barriers or challenges to implementing our processes?
• How well did students understand our process?
• Are faculty/instructors sufficiently trained?
• Are the directions clear?
Traditional methods for data collection:
• Follow-up survey
• Point-of-service interview (catch student right after they created an account on the game site…ask for their experiences)
• Secret shopper (have a neutral third party go through the process and give you feedback)
Discussion Question: How could you collect this information using games or other non-traditional methods?
Net Effect related questions
• What is the effect of completing 30-credits online at FRCC?
• Can the net effects be attributed to the course games versus maturation?
Traditional methods for data collection:
• Longitudinal tracking systems
• Set up experiments or quasi-experiments
• Ex post facto (after the fact)/post-experience surveys
Discussion Question: How could you collect this information using games or other non-traditional methods?
Goal Based questions
These are based on S.M.A.R.T. (Specific, Measurable, Attainable,
Realistic, Time-bound) goals.
Example question(s):
• Did we meet or exceed our goal?
• If not, what could we have done differently?
• Why weren’t people signing up?
• Were we being unrealistic?
Traditional methods for data collection:
• Institutional Research
• Tracking systems you have purchased or developed (count the number of students who signed up)
• Further qualitative methods (surveys, interviews, focus groups, etc.) to understand the reasons why or why not.
Discussion Question: How could you collect this information using games or other non-traditional methods?
Comparison questions
Examples:
• Do students who played Game A perform better on the final exam than those who played Game B?
• How much would students practice if they practiced on the game FreeRice versus a quiz for points?
Traditional methods for data collection:
Quasi-experimental or Ex Post Facto research methods
Discussion Question: How could you collect this information using games or other non-traditional methods?
Satisfaction related questions
Example: How satisfied are students with ______________?
Traditional methods for data collection:
• Satisfaction Surveys
• Focus groups
• Interviews
Discussion Question: How could you collect this information using games or other non-traditional methods?
Who Are Our Students questions
Example:
What type of student prefers using a game to learn versus other modes?
Traditional methods for data collection:
• Focus groups• Interviews
• Surveys– Paper-pencil
– Electronic
– Smart phones (surveys can now be done via smart phone)
Discussion Question: How could you collect this information using games or other non-traditional methods?
What Are Our Students’ Experiences questions
Examples:
• What do students view as engaging in an online course?
• HOW did the game help students learn?
• What is it about the game that enhanced learning?
Traditional methods for data collection:
• Think-alouds (sit with a student while he/she is working a problem or playing a game, have the student talk aloud while going through the process)
Discussion Question: How could you collect this information using games or other non-traditional methods?
Game Component questions
Examples:
What features should my game include in order to engage students?
Discussion Question: What are other game related questions?
MAJOR DISCUSSION QUESTION
• How would YOU evaluate this MOOC?
• What different types of questions would you ask?
• How would you collect data to help answer each question?