Evidence-Based Assessment of Student Performance in Virtual Worlds

Virtual Worlds (VWs) are popular tools for teaching/learning in the twenty-first century classroom. The challenge remains however, to provide the means by which teachers could sustainably analyse and assess the performance of large groups of students in such environments. Unfortunately, external gam...

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Main Authors: Manuel Palomo-Duarte, Anke Berns, Antonio Balderas, Juan Manuel Dodero, David Camacho
Format: Article
Language:English
Published: MDPI AG 2021-12-01
Series:Sustainability
Subjects:
Online Access:https://www.mdpi.com/2071-1050/13/1/244
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spelling doaj-195d0e391f414b9c951bb902be44940b2020-12-30T00:05:25ZengMDPI AGSustainability2071-10502021-12-011324424410.3390/su13010244Evidence-Based Assessment of Student Performance in Virtual WorldsManuel Palomo-Duarte0Anke Berns1Antonio Balderas2Juan Manuel Dodero3David Camacho4Departmento de Ingeniería Informática, Universidad de Cádiz, 11519 Puerto Real, SpainDepartamento de Filología Francesa e Inglesa, Universidad de Cádiz, 11003 Cádiz, SpainDepartmento de Ingeniería Informática, Universidad de Cádiz, 11519 Puerto Real, SpainDepartmento de Ingeniería Informática, Universidad de Cádiz, 11519 Puerto Real, SpainDepartamento de Sistemas Informáticos, Universidad Politécnica de Madrid, 28031 Madrid, SpainVirtual Worlds (VWs) are popular tools for teaching/learning in the twenty-first century classroom. The challenge remains however, to provide the means by which teachers could sustainably analyse and assess the performance of large groups of students in such environments. Unfortunately, external game features such as game scores and play duration have turned out to be unfair in some assessments. In this context, a case study was carried out in a foreign language course, illustrating how teachers could easily retrieve a number of performance indicators from VW-interaction logs and harness them to conduct a fine-grained analysis of students’ performance, while facilitating at the same time valuable tools for their assessment. Objective performance indicators in a server database were made accessible using an end-user development programming language. This way, a range of data visualisation methods could be employed to contrast different assumptions regarding learner performance when playing a VW-based game, which was designed to help CEFR A1 level students to learn German. This way, factors such as randomisation of game tasks, which could negatively affect learner performance, were alleviated.https://www.mdpi.com/2071-1050/13/1/244virtual worldsVW-based gamesend-user developmentprogramming languageinteraction logsassessment
collection DOAJ
language English
format Article
sources DOAJ
author Manuel Palomo-Duarte
Anke Berns
Antonio Balderas
Juan Manuel Dodero
David Camacho
spellingShingle Manuel Palomo-Duarte
Anke Berns
Antonio Balderas
Juan Manuel Dodero
David Camacho
Evidence-Based Assessment of Student Performance in Virtual Worlds
Sustainability
virtual worlds
VW-based games
end-user development
programming language
interaction logs
assessment
author_facet Manuel Palomo-Duarte
Anke Berns
Antonio Balderas
Juan Manuel Dodero
David Camacho
author_sort Manuel Palomo-Duarte
title Evidence-Based Assessment of Student Performance in Virtual Worlds
title_short Evidence-Based Assessment of Student Performance in Virtual Worlds
title_full Evidence-Based Assessment of Student Performance in Virtual Worlds
title_fullStr Evidence-Based Assessment of Student Performance in Virtual Worlds
title_full_unstemmed Evidence-Based Assessment of Student Performance in Virtual Worlds
title_sort evidence-based assessment of student performance in virtual worlds
publisher MDPI AG
series Sustainability
issn 2071-1050
publishDate 2021-12-01
description Virtual Worlds (VWs) are popular tools for teaching/learning in the twenty-first century classroom. The challenge remains however, to provide the means by which teachers could sustainably analyse and assess the performance of large groups of students in such environments. Unfortunately, external game features such as game scores and play duration have turned out to be unfair in some assessments. In this context, a case study was carried out in a foreign language course, illustrating how teachers could easily retrieve a number of performance indicators from VW-interaction logs and harness them to conduct a fine-grained analysis of students’ performance, while facilitating at the same time valuable tools for their assessment. Objective performance indicators in a server database were made accessible using an end-user development programming language. This way, a range of data visualisation methods could be employed to contrast different assumptions regarding learner performance when playing a VW-based game, which was designed to help CEFR A1 level students to learn German. This way, factors such as randomisation of game tasks, which could negatively affect learner performance, were alleviated.
topic virtual worlds
VW-based games
end-user development
programming language
interaction logs
assessment
url https://www.mdpi.com/2071-1050/13/1/244
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