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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?

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Games and assessment week 6

  • 2. Asking the Right Question
  • 3. Effective systematic inquiry processes begin with an appropriate question. Asking the right question is often the most difficult part of assessment.
  • 4. 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.
  • 5. Learning Outcome related questions • Example: After unit 3, students will be able to list the 4 fun keys to create important emotions.
  • 6. Answer: The 4 Fun Keys create games' four most important emotions:
  • 7. 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
  • 8. Traditional methods for data collection: • Exams, online or in class • Quizzes, online or in class • Use grading rubrics
  • 9. Discussion Question: How could you collect this information using games or other non-traditional methods?
  • 11. • 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?
  • 12. • 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?
  • 13. 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)
  • 14. Discussion Question: How could you collect this information using games or other non-traditional methods?
  • 15. Net Effect related questions
  • 16. • What is the effect of completing 30-credits online at FRCC? • Can the net effects be attributed to the course games versus maturation?
  • 17. Traditional methods for data collection: • Longitudinal tracking systems • Set up experiments or quasi-experiments • Ex post facto (after the fact)/post-experience surveys
  • 18. Discussion Question: How could you collect this information using games or other non-traditional methods?
  • 19. Goal Based questions These are based on S.M.A.R.T. (Specific, Measurable, Attainable, Realistic, Time-bound) goals.
  • 20. 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?
  • 21. 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.
  • 22. Discussion Question: How could you collect this information using games or other non-traditional methods?
  • 24. 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?
  • 25. Traditional methods for data collection: Quasi-experimental or Ex Post Facto research methods
  • 26. Discussion Question: How could you collect this information using games or other non-traditional methods?
  • 28. Example: How satisfied are students with ______________?
  • 29. Traditional methods for data collection: • Satisfaction Surveys • Focus groups • Interviews
  • 30. Discussion Question: How could you collect this information using games or other non-traditional methods?
  • 31. Who Are Our Students questions
  • 32. Example: What type of student prefers using a game to learn versus other modes?
  • 33. Traditional methods for data collection: • Focus groups • Interviews • Surveys – Paper-pencil – Electronic – Smart phones (surveys can now be done via smart phone)
  • 34. Discussion Question: How could you collect this information using games or other non-traditional methods?
  • 35. What Are Our Students’ Experiences questions
  • 36. 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?
  • 37. 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)
  • 38. Discussion Question: How could you collect this information using games or other non-traditional methods?
  • 40. Examples: What features should my game include in order to engage students?
  • 41. Discussion Question: What are other game related questions?
  • 42. 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?