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Challenges of modern
     Computer Based Assessment:
Usability, Scoring and “Digital Natives”

 Sonnleitner, Pa., Brunner, M.a, Keller, U.a, Martin, R.a,
         Latour, T.b, Hazotte, C.b, Mayer, H.b
                 a… University of Luxembourg
             b… Centre de Recherche Henri Tudor




                  TAO-Days 2011
                    30.03.2011
What is meant by „modern“ Computer Based Assessment?

            Kubinger(1995) differentiates between 2 types of CBA…
            • Computerized administration of paper-pencil tests
            • Tests originally developed for CBA like:
                    - Objective Personality Tests
                    (Ortner, Proyer & Kubinger, 2006)
                    - Complex Problem Solving Scenarios
                    (Greiff & Funke, 2009; Sonnleitner et al., 2010)

             Advantages of the latter are manifold (Kyllonen, 2009;
             Martin, 2008; Ridgway & McCusker, 2003):
             • process- as well as product measures
             • assessment of more complex cognitive abilities
             • ICT-Literacy is covered
             •…
Typical CBA-item…




                    “Raven Matrices”
                    Source: IQ-test.dk http://iqtest.dk/
The COGSIM project:
Assessing General Cognitive Ability by means of
Complex Problem Solving Scenarios


developed in close collaboration with…
• Centre de Recherche Public Henri Tudor
• University of Heidelberg


Aims
 • Development of computer-based assessment of GCA
   based on complex problem solving scenarios
 • Investigation of psychometric quality and fairness
   of the assessment with a large, representative sample of students
 • Free distribution of the assessment (via open-source licence)
DEMO of the
Genetics Lab
Traditional Test Development Process (Shum, 2006):

                             Specify Construct

                      Check Literature for existing Test

                       Choose a Measurement Model

                            Write and Edit Items
                                                           2 possible
                     Administer and Analyse Responses      Feedback-loops

                        Select „Best“ Items for Test

                        Check Reliability and Validity

                                    Norm

                            Prepare Test Manual

                                Publish Test
COGSIM Test Development Process:


                                       1st Usability Study, n = 8
                                        Redesign & Programing
         Specify Construct

  Check Literature for existing Test
                                       2nd Usability Study, n = 8
   Choose a Measurement Model          Modification & Programing
        Write and Edit Items                                        4 development
                                        1st Pilot Study, n = 59         cycles
 Administer and Analyse Responses
                                       Modification & Programing
    Select „Best“ Items for Test

    Check Reliability and Validity
                                        2nd Pilot Study, n = 79
                Norm

        Prepare Test Manual
                                       3rd Usability Study incl.
                                          Focus group, n = 7
            Publish Test
                                       Modification & Programing
COGSIM Test Development Process:


1st Usability Study, n = 8   qualitative analysis
 Redesign & Programing

2nd Usability Study, n = 8
                             qualitative analysis
Modification & Programing                             3 main challenges
                                                       were identified:
 1st Pilot Study, n = 59
                             quantitative analysis   - Usability
Modification & Programing
                                                     - Scoring
                                                     - Digital natives
 2nd Pilot Study, n = 79

3rd Usability Study incl.
   Focus group, n = 7        qualitative analysis

Modification & Programing
These elements are interconnected…


                            Assessment Instrument
                            (Scoring of Performance)




            Target Population                          Usability
             (Digital Natives)                    (Instructions + GUI)
Challenge 1:
 Usability
The role of Usability…


                    Assessment Instrument
                                                          Design,
                       Scoring/ Validity
                                                          Semantics, etc.



                                                              Usability




                         Target Population                Instructions



                Aim of good interface design is to reduce construct-
                irrelevant variance that could be attributed to test method
                (Fulcher, 2003; Messick, 1989)
Identifiying Usability-Problems:


                                                   Qualitative data:
                   1st Usability Study, n = 8      • Think-aloud protocols
                                                   • Observation protocols
                                                   • Interviews
                   2nd Usability Study, n = 8      + Focus group in SSUS 3


                     1st Pilot Study, n = 59
                                                Quantitative data:
                    2nd Pilot Study, n = 79     • Usability Questionnaire incl.
                                                  - Functionality of each element
                                                  - Comprehensibility
                    3rd Usability Study incl.     - Subjective Difficulty
                       Focus group, n = 7         - Attractiveness
Classifying Usability-Problems:

          Identified              Construct related:
           Problem
                                  • due to difficulty of tasks
                                    possible change of construction rationale


                            Usability related – 3 categories:
                            • basic level
                              (e.g. size of letters, use of colors, …)
                            • medium level
                              (e.g. navigation within instruction/ between items,
                               guidance of attention, …)
                            • high level
                              (e.g. working on task, using the concept map, …)
„Evolution“ of some elements of the GUI:

      Basic level problem – position of variable-value:


                     SSUS 1




                     Pilot study 1




                     Main study –
                     final version
„Evolution“ of some elements of the GUI:

      Medium level problem – navigate within a task:


                     SSUS 1




                     Pilot study 1




                     Main study –
                     final version
„Evolution“ of some elements of the GUI:

      High level problem – using the concept map:


                     SSUS 1




                     Pilot study 1




                     Main study –
                     final version
Correlations

                                                                                             Wie oft
                                                                                           PC-Spiele/ sc.sysex.r                  sc.gdk.gl          sc.stars2.c
                                                                                            Woche?               el.tot             obal.tot          trl.raw.tot
                            Wie oft                        Pearson Correlation                         1              .076               .281                   .327*
Indicators for improved usability?
                            PC-Spiele/Woche?               Sig. (2-tailed)                               .            .661               .083                   .042
                                                           N                                          39                36                 39                      39
                            sc.sysex.rel.tot               Pearson Correlation                     .076                   1              .539**                 .347*
                  Pilot study 1                            Sig. (2-tailed)
                                                           N                         Correlations
                                                                                                   .661                     .            .001                   .038
                                                                                                      36                36                 36                      36
                            sc.gdk.global.tot              Pearson Correlation               Correlations
                                                                                                   .281               .539**                  1                 .399*
                                                                                             Wie oft
                                                           Sig. (2-tailed)         Tage proPC-Spiele/ pro .001
                                                                                                   .083
                                                                                                  Stunden sc.sysex.r              sc.gdk.gl. sc.stars2.c        .012
                                                           N                      Woche mit Woche?  Wochemit el.tot36
                                                                                                      39                                   39
                                                                                                                                    obal.tot          trl.raw.tot  39
                            Wie oft
                            sc.stars2.ctrl.raw.tot         Pearson Correlation    Computer Computerspi sc.sysex.r sc.gdk.gl sc.stars2.c
                                                                                                       1
                                                                                                   .327*              .076
                                                                                                                      .347*              .281
                                                                                                                                         .399*                  .327*1
                            PC-Spiele/Woche?               Sig. (2-tailed)          spielen        .042elen
                                                                                                         .               el.tot
                                                                                                                      .661
                                                                                                                      .038             obal.tot
                                                                                                                                         .083
                                                                                                                                         .012            trl.raw.tot . Summe ICT
                                                                                                                                                                .042
                          Tage pro Woche mit           Pearson Correlation
                                                           N                                 1               .801**           .138          -.017                .174           .228
                                                                                                      39                36                 39                      39
                          Computerspielen              Sig. (2-tailed) Correlation            . .076 .000                     .296           .897                .187           .086
                            sc.sysex.rel.tot is significant at the 0.05 level (2-tailed).
                                 *. Correlation            Pearson                                                        1              .539**                 .347*
                                                       N                                    59                 59               59              59                 59             58
                                 **. Correlation           Sig. (2-tailed)                         .661                     .            .001                   .038
                          Stunden pro Wochemitis significant at the 0.01 level .801**
                                                       Pearson Correlation                (2-tailed).           1             .094           .048                .087           .276*
                                                           N                                          36                36                 36                      36
                          Computerspielen              Sig. (2-tailed)
                            sc.gdk.global.tot              Pearson Correlation .000                .281
                                                                                                                 .
                                                                                                                      .539**
                                                                                                                              .473           .715
                                                                                                                                              1
                                                                                                                                                                 .508
                                                                                                                                                                .399*
                                                                                                                                                                                .035
                                                       N                                    59                 60               60              60                 60             59
                                                           Sig. (2-tailed)                         .083               .001                     .                .012
                          sc.sysex.rel.tot
                                                           N
                                                       Sig. (2-tailed)
                                                                      Enhancement of Usability
                                                       Pearson Correlation                .138
                                                                                                      39
                                                                                                             .094
                                                                                                                        36
                                                                                                                                 1
                                                                                                                                           39
                                                                                                                                             .401**              .307*
                                                                                                                                                                   39
                                                                                                                                                                                .203
                            sc.stars2.ctrl.raw.tot         Pearson Correlation .296                .327*
                                                                                                             .473
                                                                                                                      .347*
                                                                                                                                  .          .001
                                                                                                                                         .399*
                                                                                                                                                                 .016
                                                                                                                                                                     1
                                                                                                                                                                                .121
                                                       N                                    59                 60               61              61                 61             60
                                                           Sig. (2-tailed)                         .042               .038               .012                         .
                          sc.gdk.global.tot            Pearson Correlation               -.017               .048             .401**              1              .544**         .295*
                  Pilot study 2                            N
                                                       Sig. (2-tailed)                    .897
                                                                                 Correlations
                                                                                                      39                36
                                                                                                           Correlations.001
                                                                                                             .715
                                                                                                                                           39
                                                                                                                                                   .
                                                                                                                                                                   39
                                                                                                                                                                 .000           .022
                                 *. Correlation is significant at the 0.05 level (2-tailed).
                                                       N                                    59                 60               61              61                 61             60
                                 **. Correlation                     Tage pro                Tage pro
                                                                                        Stunden pro             Stunden pro
                          sc.stars2.ctrl.raw.tot is significant at the 0.01 level .174
                                                       Pearson Correlation                (2-tailed).        .087             .307*          .544**                  1          .299*
                                                                    Woche mit            Wochemitmit
                                                                                             Woche                Wochemit
                                                       Sig. (2-tailed)
                                                                     Computer          Computerspi .508
                                                                                          .187
                                                                                             Computer sc.sysex.r .016
                                                                                                                Computerspi                  .000 sc.stars2.c.
                                                                                                                                       sc.sysex.r
                                                                                                                                 sc.gdk.gl                    sc.gdk.gl         .020
                                                                                                                                                                            sc.stars2.c
                                                       N               spielen              59 spielen
                                                                                             elen              60 elen 61 obal.tot 61 trl.raw.tot
                                                                                                                 el.tot                    el.tot              obal.tot Summe60
                                                                                                                                                                   61        trl.raw.tot
                                                                                                                                                                                   ICT        Sum
                          Summe ICTWoche mit Pearson Correlation 1
                          Tage pro
         Tage pro Woche mit          Pearson Correlation    Pearson Correlation .228 .801** .276* .138 .801** -.017 .138
                                                                                                           1                  .203           .295*               .299*
                                                                                                                                                               .174 -.017           1 .174
                                                                                                                                                                                  .228
         Computerspielen Computerspielen
                                     Sig. (2-tailed) Sig. (2-tailed)
                                                            Sig. (2-tailed) .             .086 .000 . .035 .296 .000          .121           .022
                                                                                                                                        .897 .296                .020
                                                                                                                                                               .187  .897            ..187
                                                                                                                                                                                  .086
                                     N                 N N                     59           58       5959 59            59 60   59         59 6059                 60
                                                                                                                                                                  59 59           60 59
                                                                                                                                                                                    58
                          StundenPearson Correlation
                             **.      pro Wochemit Pearson Correlation
         Stunden pro Wochemit Correlation is significant at the 0.01 level (2-tailed).
                                                                             .801**                  .801**
                                                                                                       1             .094        1      .048 .094              .087  .048             .087
                                                                                                                                                                                  .276*
         Computerspielen Computerspielen
                                     Sig. (2-tailed)        Sig. (2-tailed)                          .000                          .             .473                .715             .508
                             *. Correlation is significant at the 0.05 level .000
                                                                             (2-tailed).                .            .473               .715                   .508               .035
                                     N                      N                  59                    6059               60 60              60 60                  60 60             59 60
         sc.sysex.rel.tot sc.sysex.rel.tot Correlation
                                     Pearson                Pearson Correlation
                                                                             .138                    .138
                                                                                                  .094                    1 .094        .401** 1               .307* .401**       .203.307*
                                     Sig. (2-tailed)        Sig. (2-tailed)  .296                    .296
                                                                                                  .473                     . .473       .001          .        .016  .001         .121.016
But loosing weight is definitely positive…




           Close interaction between Usability and Validity!
Challenge 2:
  Scoring
Challenge 2: Scoring or what happens if we consider the process?

               Traditional MC-item:
               • Correct or False (Product), Process is unknown


                Modern CBA-item:
                • Product and Process itself gets measured
                • Nearly endless possibilities to score (time, …)
Example Control Phase: Product or Process?




         The task: to achieve certain target values within 3 steps
Possible Cognitions during Control Phase
Comparison of Product (target achievement) and
Process (way to target) Score:

  Item 4:
      +
                                                             Dx= -2
  A           X
                     Xt+1= Xt + 1*At + (-1)*T (with T = 1)
  B       -   Y                                              Dy= 0
      T

      Walk 1: 0,1 / 0,1/ 1,1        Product Score: 5/5
                                    Process Score: 3/3




                                                               Overestimation of
      Walk 2: 1,0 / 0,1/ 0,1        Product Score: 5/5




                                                                 performance
                                    Process Score: 2/3
      Walk 3: 0,1 / 0,1/ 1,0        Product Score: 5/5
                                    Process Score: 2/3
      Walk 4: 0,1 / 0,1/ 0,0        Product Score: 3/5
                                    Process Score: 1/3
Challenge 3:
Digital Natives
Challenge 3: „Digital Natives“ (Prensky, 2001, Veen & Vracking, 2006)

        Who are they?
        • generation born since 1990
        • grown up in a world in which ICT is permanently available

                              What makes them special?
                              • used to process huge amounts of information
                              • permanent information overload – filtering strategies
                              • strongly rely on images and symbols
                              • deal with new technology in a non-linear way
                                (start to play before reading instructions)
                              • technology is there to solve them
                              • if problems occur, technology is blamed
                              • used to video games
                              • used to learn by discovery and by experimenting
                              • they posess iconic skills
                                (use symbols, icons and color-code to navigate)
Challenge 3: „Digital Natives“ (Prensky, 2001, Veen & Vracking, 2006)

                 Why is this important for test developers?
                 • want to be active from the first minute on (like in video games)
                 • they expect perfect functioning technology
                 • they expect an appealing GUI
                 • they are used to actively explore and learn, not being told
                 • most likely motivated when feel attracted by the design/
                   if task seems to be interesting and challenging

                                  e.g. static instructions are not a good idea
Challenge 3: „Digital Natives“ (Prensky, 2001, Veen & Vracking, 2006)

                        How to react?
                        • extensive usability studies with digital natives as experts
                        • ensure perfect functioning
                        • ensure appealing design
                        • keep them active and in exercises from the beginning on
                        • keep text to an absolute minimum
                        • include game-like characteristics
                        • explain using images/ animations rather than text
                        • use symbols, icons and color-code in an expected way
Challenge 3: „Digital Natives“ (Prensky, 2001, Veen & Vracking, 2006)


                          Evidence from our studies:
                          • arising questions during instruction phase
                          • ignored written information
                          • exercises including feedback improved understanding
                          • game-like characteristics were appreciated
                          •…


                                 it is wise to consider characteristics
                                          of target population
These elements are interconnected…


                            Assessment Instrument
                            (Scoring of Performance)




            Target Population                          Usability
             (Digital Natives)                    (Instructions + GUI)
Modified Test Development Process for CBA:

            Specify Construct                   Specify Target Population

     Check Literature for existing Test

      Choose a Measurement Model

           Write and Edit Items                  Design of User Interface

                      Administer and Analyse Responses

           regarding Construct                regarding Usability

       Select „Best“ Items for Test
                                            Integration of 2 new feedback loops
      Check Reliability and Validity

                   Norm

               Publish Test
FIRE-Simulation (Brehmer, 1987)
Multiflux (Kröner, 2000, 2001)
MicroDYN (Greiff & Funke, 2009)
Genetics Lab (Sonnleitner et al., 2010)
„Take home“-messages:


      When dealing with modern CBA:
      - pay attention to usability and consider it
       during development process

      - think about more complex ways to score performance

      - think about the special needs of your target population
Thank you!

Questions???

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TAO DAYS - Challenges of Modern Computer Based Assessment

  • 1. Challenges of modern Computer Based Assessment: Usability, Scoring and “Digital Natives” Sonnleitner, Pa., Brunner, M.a, Keller, U.a, Martin, R.a, Latour, T.b, Hazotte, C.b, Mayer, H.b a… University of Luxembourg b… Centre de Recherche Henri Tudor TAO-Days 2011 30.03.2011
  • 2. What is meant by „modern“ Computer Based Assessment? Kubinger(1995) differentiates between 2 types of CBA… • Computerized administration of paper-pencil tests • Tests originally developed for CBA like: - Objective Personality Tests (Ortner, Proyer & Kubinger, 2006) - Complex Problem Solving Scenarios (Greiff & Funke, 2009; Sonnleitner et al., 2010) Advantages of the latter are manifold (Kyllonen, 2009; Martin, 2008; Ridgway & McCusker, 2003): • process- as well as product measures • assessment of more complex cognitive abilities • ICT-Literacy is covered •…
  • 3. Typical CBA-item… “Raven Matrices” Source: IQ-test.dk http://iqtest.dk/
  • 4. The COGSIM project: Assessing General Cognitive Ability by means of Complex Problem Solving Scenarios developed in close collaboration with… • Centre de Recherche Public Henri Tudor • University of Heidelberg Aims • Development of computer-based assessment of GCA based on complex problem solving scenarios • Investigation of psychometric quality and fairness of the assessment with a large, representative sample of students • Free distribution of the assessment (via open-source licence)
  • 6. Traditional Test Development Process (Shum, 2006): Specify Construct Check Literature for existing Test Choose a Measurement Model Write and Edit Items 2 possible Administer and Analyse Responses Feedback-loops Select „Best“ Items for Test Check Reliability and Validity Norm Prepare Test Manual Publish Test
  • 7. COGSIM Test Development Process: 1st Usability Study, n = 8 Redesign & Programing Specify Construct Check Literature for existing Test 2nd Usability Study, n = 8 Choose a Measurement Model Modification & Programing Write and Edit Items 4 development 1st Pilot Study, n = 59 cycles Administer and Analyse Responses Modification & Programing Select „Best“ Items for Test Check Reliability and Validity 2nd Pilot Study, n = 79 Norm Prepare Test Manual 3rd Usability Study incl. Focus group, n = 7 Publish Test Modification & Programing
  • 8. COGSIM Test Development Process: 1st Usability Study, n = 8 qualitative analysis Redesign & Programing 2nd Usability Study, n = 8 qualitative analysis Modification & Programing 3 main challenges were identified: 1st Pilot Study, n = 59 quantitative analysis - Usability Modification & Programing - Scoring - Digital natives 2nd Pilot Study, n = 79 3rd Usability Study incl. Focus group, n = 7 qualitative analysis Modification & Programing
  • 9. These elements are interconnected… Assessment Instrument (Scoring of Performance) Target Population Usability (Digital Natives) (Instructions + GUI)
  • 11. The role of Usability… Assessment Instrument Design, Scoring/ Validity Semantics, etc. Usability Target Population Instructions Aim of good interface design is to reduce construct- irrelevant variance that could be attributed to test method (Fulcher, 2003; Messick, 1989)
  • 12. Identifiying Usability-Problems: Qualitative data: 1st Usability Study, n = 8 • Think-aloud protocols • Observation protocols • Interviews 2nd Usability Study, n = 8 + Focus group in SSUS 3 1st Pilot Study, n = 59 Quantitative data: 2nd Pilot Study, n = 79 • Usability Questionnaire incl. - Functionality of each element - Comprehensibility 3rd Usability Study incl. - Subjective Difficulty Focus group, n = 7 - Attractiveness
  • 13. Classifying Usability-Problems: Identified Construct related: Problem • due to difficulty of tasks possible change of construction rationale Usability related – 3 categories: • basic level (e.g. size of letters, use of colors, …) • medium level (e.g. navigation within instruction/ between items, guidance of attention, …) • high level (e.g. working on task, using the concept map, …)
  • 14. „Evolution“ of some elements of the GUI: Basic level problem – position of variable-value: SSUS 1 Pilot study 1 Main study – final version
  • 15. „Evolution“ of some elements of the GUI: Medium level problem – navigate within a task: SSUS 1 Pilot study 1 Main study – final version
  • 16. „Evolution“ of some elements of the GUI: High level problem – using the concept map: SSUS 1 Pilot study 1 Main study – final version
  • 17. Correlations Wie oft PC-Spiele/ sc.sysex.r sc.gdk.gl sc.stars2.c Woche? el.tot obal.tot trl.raw.tot Wie oft Pearson Correlation 1 .076 .281 .327* Indicators for improved usability? PC-Spiele/Woche? Sig. (2-tailed) . .661 .083 .042 N 39 36 39 39 sc.sysex.rel.tot Pearson Correlation .076 1 .539** .347* Pilot study 1 Sig. (2-tailed) N Correlations .661 . .001 .038 36 36 36 36 sc.gdk.global.tot Pearson Correlation Correlations .281 .539** 1 .399* Wie oft Sig. (2-tailed) Tage proPC-Spiele/ pro .001 .083 Stunden sc.sysex.r sc.gdk.gl. sc.stars2.c .012 N Woche mit Woche? Wochemit el.tot36 39 39 obal.tot trl.raw.tot 39 Wie oft sc.stars2.ctrl.raw.tot Pearson Correlation Computer Computerspi sc.sysex.r sc.gdk.gl sc.stars2.c 1 .327* .076 .347* .281 .399* .327*1 PC-Spiele/Woche? Sig. (2-tailed) spielen .042elen . el.tot .661 .038 obal.tot .083 .012 trl.raw.tot . Summe ICT .042 Tage pro Woche mit Pearson Correlation N 1 .801** .138 -.017 .174 .228 39 36 39 39 Computerspielen Sig. (2-tailed) Correlation . .076 .000 .296 .897 .187 .086 sc.sysex.rel.tot is significant at the 0.05 level (2-tailed). *. Correlation Pearson 1 .539** .347* N 59 59 59 59 59 58 **. Correlation Sig. (2-tailed) .661 . .001 .038 Stunden pro Wochemitis significant at the 0.01 level .801** Pearson Correlation (2-tailed). 1 .094 .048 .087 .276* N 36 36 36 36 Computerspielen Sig. (2-tailed) sc.gdk.global.tot Pearson Correlation .000 .281 . .539** .473 .715 1 .508 .399* .035 N 59 60 60 60 60 59 Sig. (2-tailed) .083 .001 . .012 sc.sysex.rel.tot N Sig. (2-tailed) Enhancement of Usability Pearson Correlation .138 39 .094 36 1 39 .401** .307* 39 .203 sc.stars2.ctrl.raw.tot Pearson Correlation .296 .327* .473 .347* . .001 .399* .016 1 .121 N 59 60 61 61 61 60 Sig. (2-tailed) .042 .038 .012 . sc.gdk.global.tot Pearson Correlation -.017 .048 .401** 1 .544** .295* Pilot study 2 N Sig. (2-tailed) .897 Correlations 39 36 Correlations.001 .715 39 . 39 .000 .022 *. Correlation is significant at the 0.05 level (2-tailed). N 59 60 61 61 61 60 **. Correlation Tage pro Tage pro Stunden pro Stunden pro sc.stars2.ctrl.raw.tot is significant at the 0.01 level .174 Pearson Correlation (2-tailed). .087 .307* .544** 1 .299* Woche mit Wochemitmit Woche Wochemit Sig. (2-tailed) Computer Computerspi .508 .187 Computer sc.sysex.r .016 Computerspi .000 sc.stars2.c. sc.sysex.r sc.gdk.gl sc.gdk.gl .020 sc.stars2.c N spielen 59 spielen elen 60 elen 61 obal.tot 61 trl.raw.tot el.tot el.tot obal.tot Summe60 61 trl.raw.tot ICT Sum Summe ICTWoche mit Pearson Correlation 1 Tage pro Tage pro Woche mit Pearson Correlation Pearson Correlation .228 .801** .276* .138 .801** -.017 .138 1 .203 .295* .299* .174 -.017 1 .174 .228 Computerspielen Computerspielen Sig. (2-tailed) Sig. (2-tailed) Sig. (2-tailed) . .086 .000 . .035 .296 .000 .121 .022 .897 .296 .020 .187 .897 ..187 .086 N N N 59 58 5959 59 59 60 59 59 6059 60 59 59 60 59 58 StundenPearson Correlation **. pro Wochemit Pearson Correlation Stunden pro Wochemit Correlation is significant at the 0.01 level (2-tailed). .801** .801** 1 .094 1 .048 .094 .087 .048 .087 .276* Computerspielen Computerspielen Sig. (2-tailed) Sig. (2-tailed) .000 . .473 .715 .508 *. Correlation is significant at the 0.05 level .000 (2-tailed). . .473 .715 .508 .035 N N 59 6059 60 60 60 60 60 60 59 60 sc.sysex.rel.tot sc.sysex.rel.tot Correlation Pearson Pearson Correlation .138 .138 .094 1 .094 .401** 1 .307* .401** .203.307* Sig. (2-tailed) Sig. (2-tailed) .296 .296 .473 . .473 .001 . .016 .001 .121.016
  • 18. But loosing weight is definitely positive… Close interaction between Usability and Validity!
  • 19. Challenge 2: Scoring
  • 20. Challenge 2: Scoring or what happens if we consider the process? Traditional MC-item: • Correct or False (Product), Process is unknown Modern CBA-item: • Product and Process itself gets measured • Nearly endless possibilities to score (time, …)
  • 21. Example Control Phase: Product or Process? The task: to achieve certain target values within 3 steps
  • 22. Possible Cognitions during Control Phase
  • 23. Comparison of Product (target achievement) and Process (way to target) Score: Item 4: + Dx= -2 A X Xt+1= Xt + 1*At + (-1)*T (with T = 1) B - Y Dy= 0 T Walk 1: 0,1 / 0,1/ 1,1 Product Score: 5/5 Process Score: 3/3 Overestimation of Walk 2: 1,0 / 0,1/ 0,1 Product Score: 5/5 performance Process Score: 2/3 Walk 3: 0,1 / 0,1/ 1,0 Product Score: 5/5 Process Score: 2/3 Walk 4: 0,1 / 0,1/ 0,0 Product Score: 3/5 Process Score: 1/3
  • 25. Challenge 3: „Digital Natives“ (Prensky, 2001, Veen & Vracking, 2006) Who are they? • generation born since 1990 • grown up in a world in which ICT is permanently available What makes them special? • used to process huge amounts of information • permanent information overload – filtering strategies • strongly rely on images and symbols • deal with new technology in a non-linear way (start to play before reading instructions) • technology is there to solve them • if problems occur, technology is blamed • used to video games • used to learn by discovery and by experimenting • they posess iconic skills (use symbols, icons and color-code to navigate)
  • 26. Challenge 3: „Digital Natives“ (Prensky, 2001, Veen & Vracking, 2006) Why is this important for test developers? • want to be active from the first minute on (like in video games) • they expect perfect functioning technology • they expect an appealing GUI • they are used to actively explore and learn, not being told • most likely motivated when feel attracted by the design/ if task seems to be interesting and challenging  e.g. static instructions are not a good idea
  • 27. Challenge 3: „Digital Natives“ (Prensky, 2001, Veen & Vracking, 2006) How to react? • extensive usability studies with digital natives as experts • ensure perfect functioning • ensure appealing design • keep them active and in exercises from the beginning on • keep text to an absolute minimum • include game-like characteristics • explain using images/ animations rather than text • use symbols, icons and color-code in an expected way
  • 28. Challenge 3: „Digital Natives“ (Prensky, 2001, Veen & Vracking, 2006) Evidence from our studies: • arising questions during instruction phase • ignored written information • exercises including feedback improved understanding • game-like characteristics were appreciated •…  it is wise to consider characteristics of target population
  • 29. These elements are interconnected… Assessment Instrument (Scoring of Performance) Target Population Usability (Digital Natives) (Instructions + GUI)
  • 30. Modified Test Development Process for CBA: Specify Construct Specify Target Population Check Literature for existing Test Choose a Measurement Model Write and Edit Items Design of User Interface Administer and Analyse Responses regarding Construct regarding Usability Select „Best“ Items for Test Integration of 2 new feedback loops Check Reliability and Validity Norm Publish Test
  • 33. MicroDYN (Greiff & Funke, 2009)
  • 34. Genetics Lab (Sonnleitner et al., 2010)
  • 35. „Take home“-messages: When dealing with modern CBA: - pay attention to usability and consider it during development process - think about more complex ways to score performance - think about the special needs of your target population