The document discusses leveraging data from digital simulations to assess learning. It notes that simulation data provides detailed, time-sensitive documentation of learner actions, processes, and products. New methods are needed to analyze patterns in this "big data" from things like sensors, and relate patterns to learner activities and performance. The document provides examples of using network graphs and machine learning on simulation data to measure higher-order thinking and infer what learners know based on their in-simulation behaviors and artifacts.
Some psychometric and design implications of game-based analyticsDavid Gibson
Presented from a paper by Clarke-Midura and Gibson, 2013. A game played by 1900 middle school students was analyzed to determine if signatures of scientific reasoning (e.g. forming a hypothesis from data) could be found in the click track data.
ABSTRACT
The rise of digital game and simulation-based learning applications has led to new approaches in educational measurement that take account of patterns in time, high resolution paths of action, and clusters of virtual performance artifacts. The new approaches, which depart from traditional statistical analyses, include data mining, machine learning, and symbolic regression. This article briefly describes the context, methods and broad findings from two game-based analyses and describes key explanatory constructs use to make claims about the users, as well as the implications for design of digital game-based learning and assessment applications.
Conclusion: Highly interactive, high-resolution log file data from virtual performance assessments show promise for documenting in new ways what students know and can do. Data mining, machine learning and symbolic regression techniques are effective tools for analyzing and making sense from the time-based records and for relating those to both automated and human scoring artifacts. New psychometric challenges are emerging due to the dynamics, layered resolution levels, and complex patterning of actions with objects in virtual performance assessment spaces. Learning analytics analyses are helping uncover and articulate the relationship of time-event appraisals, visualization structures and resource utilization constraints on the psychometrics of virtual performance assessments.
In an interactive digital-game, traces of a learner’s progress, problem-solving attempts, self-expressions and social communications can entail highly detailed and time-sensitive computer-based documentation of the context, actions, processes and products. This talk will present measurement and analysis considerations that are needed to address the challenges of finding patterns and making inferences based on these data. Methods based in data-mining, machine learning, model-building and complexity theory form a new theoretical foundation for dealing with the challenges of time sensitivity, spatial relationships, multiple layers of aggregations at different scales, and the dynamics of complex behavior spaces. Examples of these considerations in game-based learning analytics are presented and discussed, with implications for game-based e-learning design.
Invited Talk:
Challenge-Based Learning: Creating engagement by learning from games and gamification
Speaker: Dr. David Gibson, Curtin University
Time: 9:15 – 10:00, 29 May 2015 (Friday)
Venue: Room 408A, 409A & 410, 4/F, Meng Wah Complex, The University of Hong Kong
http://citers2015.cite.hku.hk/program-highlights/talk-gibson/
Analytic and strategic challenges of serious gamesDavid Gibson
How higher education learning and teaching can learn from serious game developers. Keynote at the 5th annual SeGAH conference concurrent with WWW 2017 held in Perth, Western Australia
Presentation from Professor Matthew Chalmers from the School of Computing Science at the University of Glasgow who gave a presentation on beacons at the Intelligent Campus Community Event on the 10th April 2018.
Some psychometric and design implications of game-based analyticsDavid Gibson
Presented from a paper by Clarke-Midura and Gibson, 2013. A game played by 1900 middle school students was analyzed to determine if signatures of scientific reasoning (e.g. forming a hypothesis from data) could be found in the click track data.
ABSTRACT
The rise of digital game and simulation-based learning applications has led to new approaches in educational measurement that take account of patterns in time, high resolution paths of action, and clusters of virtual performance artifacts. The new approaches, which depart from traditional statistical analyses, include data mining, machine learning, and symbolic regression. This article briefly describes the context, methods and broad findings from two game-based analyses and describes key explanatory constructs use to make claims about the users, as well as the implications for design of digital game-based learning and assessment applications.
Conclusion: Highly interactive, high-resolution log file data from virtual performance assessments show promise for documenting in new ways what students know and can do. Data mining, machine learning and symbolic regression techniques are effective tools for analyzing and making sense from the time-based records and for relating those to both automated and human scoring artifacts. New psychometric challenges are emerging due to the dynamics, layered resolution levels, and complex patterning of actions with objects in virtual performance assessment spaces. Learning analytics analyses are helping uncover and articulate the relationship of time-event appraisals, visualization structures and resource utilization constraints on the psychometrics of virtual performance assessments.
In an interactive digital-game, traces of a learner’s progress, problem-solving attempts, self-expressions and social communications can entail highly detailed and time-sensitive computer-based documentation of the context, actions, processes and products. This talk will present measurement and analysis considerations that are needed to address the challenges of finding patterns and making inferences based on these data. Methods based in data-mining, machine learning, model-building and complexity theory form a new theoretical foundation for dealing with the challenges of time sensitivity, spatial relationships, multiple layers of aggregations at different scales, and the dynamics of complex behavior spaces. Examples of these considerations in game-based learning analytics are presented and discussed, with implications for game-based e-learning design.
Invited Talk:
Challenge-Based Learning: Creating engagement by learning from games and gamification
Speaker: Dr. David Gibson, Curtin University
Time: 9:15 – 10:00, 29 May 2015 (Friday)
Venue: Room 408A, 409A & 410, 4/F, Meng Wah Complex, The University of Hong Kong
http://citers2015.cite.hku.hk/program-highlights/talk-gibson/
Analytic and strategic challenges of serious gamesDavid Gibson
How higher education learning and teaching can learn from serious game developers. Keynote at the 5th annual SeGAH conference concurrent with WWW 2017 held in Perth, Western Australia
Presentation from Professor Matthew Chalmers from the School of Computing Science at the University of Glasgow who gave a presentation on beacons at the Intelligent Campus Community Event on the 10th April 2018.
Education must capitalize on the trend within technology toward big data. New types of data are becoming available. From evidence approaches to xAPI and the whole Training and Learning Architecture(TLA) big data is the foundation of all.
Medical and emergency response teams are required to quickly comprehend a complex array of factors including time, information for situational awareness, coordination of team/individual actions, as well as manage physiological stress, any of which can impair performance in high stakes situations.
Serious medical errors are more likely to occur, particularly at points of transitions between teams and team members
Simulations viewed as a strategy to support team-learning without harming patients
Simulations offer participants an opportunity to both practice and reflect together
Learning in team-based simulations is constrained to post-simulation reflection, thus limiting a more comprehensive understanding of team-performance and learning
ActiveMemory.com - Big Data and Personalised Brain TrainingMelissa Firth
Active Memory is a uniquely personalised, scientifically-designed online brain training program developed by the Australian Broadcasting Corporation in partnership with the University of Melbourne and Florey Institute of Neuroscience. It utilises big data (gameplay data) and a groundbreaking Bayesian statistical algorithm to create personalised training programs for its subscribers. This presentation outlines some of the considerations and challenges of using big data that were overcome in the course of product development.
Presentation to BILETA 2017, Universidade do Minho, co-authored with Dirk Rodenburg, Queen's University, Ontario, and Robert Clapperton, Ametros Learning.
Technology & Information Literacy Instruction: A Model for Active Learning En...Jeremy Donald
A presentation given as part of a Texas Library Association webinar: “Innovative Approaches in Partnerships between Academic Librarians and Faculty,” Feb. 2010. Presents a model for designing information literacy instruction to maximize active learning.
Dissertation proposal defense for a comparative case study of virtual citizen science projects, focusing on the concepts of virtuality, technology, organizing, participation, and outcomes.
Successfully defended with no revisions on 5 May, 2010.
Introduction to Usability Testing for Survey ResearchCaroline Jarrett
The basics of how to incorporate usability testing in the development process of a survey. Workshp first presented at the SAPOR conference, Raleigh, North Carolina USA, October 2011 by Emily Geisen of RTI and Caroline Jarrett of Effortmark.
John Laird, University of Michigan, presentation at Cognitive Systems Institute Speaker Series on "A Cognitive Architecture Approach to Interactive Task Learning"
Education must capitalize on the trend within technology toward big data. New types of data are becoming available. From evidence approaches to xAPI and the whole Training and Learning Architecture(TLA) big data is the foundation of all.
Medical and emergency response teams are required to quickly comprehend a complex array of factors including time, information for situational awareness, coordination of team/individual actions, as well as manage physiological stress, any of which can impair performance in high stakes situations.
Serious medical errors are more likely to occur, particularly at points of transitions between teams and team members
Simulations viewed as a strategy to support team-learning without harming patients
Simulations offer participants an opportunity to both practice and reflect together
Learning in team-based simulations is constrained to post-simulation reflection, thus limiting a more comprehensive understanding of team-performance and learning
ActiveMemory.com - Big Data and Personalised Brain TrainingMelissa Firth
Active Memory is a uniquely personalised, scientifically-designed online brain training program developed by the Australian Broadcasting Corporation in partnership with the University of Melbourne and Florey Institute of Neuroscience. It utilises big data (gameplay data) and a groundbreaking Bayesian statistical algorithm to create personalised training programs for its subscribers. This presentation outlines some of the considerations and challenges of using big data that were overcome in the course of product development.
Presentation to BILETA 2017, Universidade do Minho, co-authored with Dirk Rodenburg, Queen's University, Ontario, and Robert Clapperton, Ametros Learning.
Technology & Information Literacy Instruction: A Model for Active Learning En...Jeremy Donald
A presentation given as part of a Texas Library Association webinar: “Innovative Approaches in Partnerships between Academic Librarians and Faculty,” Feb. 2010. Presents a model for designing information literacy instruction to maximize active learning.
Dissertation proposal defense for a comparative case study of virtual citizen science projects, focusing on the concepts of virtuality, technology, organizing, participation, and outcomes.
Successfully defended with no revisions on 5 May, 2010.
Introduction to Usability Testing for Survey ResearchCaroline Jarrett
The basics of how to incorporate usability testing in the development process of a survey. Workshp first presented at the SAPOR conference, Raleigh, North Carolina USA, October 2011 by Emily Geisen of RTI and Caroline Jarrett of Effortmark.
John Laird, University of Michigan, presentation at Cognitive Systems Institute Speaker Series on "A Cognitive Architecture Approach to Interactive Task Learning"
How to Split Bills in the Odoo 17 POS ModuleCeline George
Bills have a main role in point of sale procedure. It will help to track sales, handling payments and giving receipts to customers. Bill splitting also has an important role in POS. For example, If some friends come together for dinner and if they want to divide the bill then it is possible by POS bill splitting. This slide will show how to split bills in odoo 17 POS.
Palestine last event orientationfvgnh .pptxRaedMohamed3
An EFL lesson about the current events in Palestine. It is intended to be for intermediate students who wish to increase their listening skills through a short lesson in power point.
The French Revolution, which began in 1789, was a period of radical social and political upheaval in France. It marked the decline of absolute monarchies, the rise of secular and democratic republics, and the eventual rise of Napoleon Bonaparte. This revolutionary period is crucial in understanding the transition from feudalism to modernity in Europe.
For more information, visit-www.vavaclasses.com
Students, digital devices and success - Andreas Schleicher - 27 May 2024..pptxEduSkills OECD
Andreas Schleicher presents at the OECD webinar ‘Digital devices in schools: detrimental distraction or secret to success?’ on 27 May 2024. The presentation was based on findings from PISA 2022 results and the webinar helped launch the PISA in Focus ‘Managing screen time: How to protect and equip students against distraction’ https://www.oecd-ilibrary.org/education/managing-screen-time_7c225af4-en and the OECD Education Policy Perspective ‘Students, digital devices and success’ can be found here - https://oe.cd/il/5yV
Welcome to TechSoup New Member Orientation and Q&A (May 2024).pdfTechSoup
In this webinar you will learn how your organization can access TechSoup's wide variety of product discount and donation programs. From hardware to software, we'll give you a tour of the tools available to help your nonprofit with productivity, collaboration, financial management, donor tracking, security, and more.
This is a presentation by Dada Robert in a Your Skill Boost masterclass organised by the Excellence Foundation for South Sudan (EFSS) on Saturday, the 25th and Sunday, the 26th of May 2024.
He discussed the concept of quality improvement, emphasizing its applicability to various aspects of life, including personal, project, and program improvements. He defined quality as doing the right thing at the right time in the right way to achieve the best possible results and discussed the concept of the "gap" between what we know and what we do, and how this gap represents the areas we need to improve. He explained the scientific approach to quality improvement, which involves systematic performance analysis, testing and learning, and implementing change ideas. He also highlighted the importance of client focus and a team approach to quality improvement.
Unit 8 - Information and Communication Technology (Paper I).pdfThiyagu K
This slides describes the basic concepts of ICT, basics of Email, Emerging Technology and Digital Initiatives in Education. This presentations aligns with the UGC Paper I syllabus.
2. The Premise
In an interactive digital simulation, traces of a
learner’s progress, problem-solving attempts,
self-expressions and social communications can
entail highly detailed and time-sensitive
computer-based documentation of the context,
actions, processes and products.
3. New Psychometric Landscape
• A “do over” for performance assessment
• New ways of performing & new methods of
data capture, analysis and display
• Complex tasks and artifacts containing:
– higher order thinking (e.g. decision sequences)
– physical performances demonstrating skills
– emotional responses
7. Research Questions
• What patterns are
found within &
between sensors?
• How do these patterns
relate to baseline and
experimental
activities?
8. Interaction Traces = Evidence
There is a need for new frameworks, concepts
and methods for measuring what someone
knows and can do based on game interactions
and artifacts created during serious play
Why? (It’s a mouthful) Ubiquitous, unobtrusive,
interactive big data (fast, wide variety &
voluminous) created by people working in
digital media performance spaces
9. New Psychometrics
• What are some of the measurement and
analysis considerations needed to address the
challenges of finding patterns and making
inferences based on data from digital learning
experiences?
15. New Space for Performance
• Unfold in time
• Cover a multivariate space of possible actions
• Assets contain both intangible (e.g. value,
meaning, sensory qualities, and emotions)
and tangible components (e.g. media,
materials, time and space)
NOTE: Asset utilization during performance
provides evidence of what a user knows and
can do
16. Example
Clarke-Midura & Gibson, 2013
Students who had
this pattern of
resources were
most likely to
show evidence of
forming a
hypothesis
17. Performance Space Features
• Unconstrained complex multidimensional
stimuli and responses
• Dynamic adaptation of items to user, which
entails interactivity and dependency
• Nonlinear behaviors with both temporal and
spatial components
NOTE: Higher order and creative thinking is
supported in such a space
19. Conclusion
Methods based in data-mining, machine
learning, model-building and complexity theory
form a theoretical foundation for dealing with
the challenges of time sensitivity, spatial
relationships, multiple layers of aggregations at
different scales, and the dynamics of complex
behavior spaces.