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Games, Learning, and
Stealth Assessment


               Valerie Shute
              Florida State University
     Games for Learning @ G4C (June 22, 2011)
Games, Learning, Assessment

   Claim 1              Claim 2                   Claim 3
        +                      +                        +
Good games can act   Learning is best          Stealth assessment
as transformative    when it is                can collect dynamic
environments to      active, interesting, g    evidence of learning
support skill        oal-oriented, and         in real-time, at
development and      contextualized            various grain sizes
deep, meaningful     (i.e., features of good   (and use info to
learning.            games).                   support learning).
Game Plan

 Define 21st century
  competencies & good games

 Overview evidence-centered
  design

 Describe stealth assessment

 Illustrate approach in a worked
  example
It’s Time for a Change
The world has changed a lot in the past 100 years. Education has not.




         Classroom photo, 1910                 Classroom photo, 2010
21st       Century Skills
 Today’s kids need new
  skills to be successful
  and productive
  (e.g., creativity, collabor
  ation, communication).

 The world in which we
  live is complex and
  interconnected
  (especially compared to
  the really old days).
Collaboration
Critical Thinking                   Systems Thinking


Curiosity                                  Creativity


  Grit                                       Empathy
Challenges
 One problem with
  embracing new skills is
  the lack of valid &
  reliable assessments for
  them.
 Old ways of testing won’t
  work. Learning and
  succeeding in our
  complex world can’t be
  optimally be measured
  by MC tests.
 Re-think assessment!
Games
Good Game Elements
1. Interactive problem
   solving
2. Specific goals/rules
3. Adaptive challenges
4. Control
5. Ongoing feedback
6. Uncertainty
7. Sensory Stimuli
Gestalt of Games
                 Interactivity


   Stimuli                            Goals




Uncertainty                          Challenges




      Feedback                   Control
Evidence-Centered Design




     (e.g., Mislevy, Steinberg, & Almond, 2003)
Assessment Design
            Competency Model

  What do you want to say about the
              person?


             Evidence Model

 What observations would provide best
  evidence for what you want to say?


            Task/Action Model
                  Model
 What kinds of tasks let you make the
      necessary observations?
Design & Diagnosis
Stealth
Assessment
Stealth Assessment Features




        Seamless & Ubiquitous             Accurate & Rich
            Assessment                    Learner Models



Aligned along 3 dimensions: vertically, horizontally, and temporally
Stealth Assessment
 Advances in measurement let us administer
  evidence-based assessments to:
    Extract ongoing information from a learner
    Make accurate inferences of competencies
    React in immediate and helpful ways.

 Accomplished via automated scoring and
  machine-based reasoning techniques.

 When assessment is so seamlessly woven into
  the fabric of the learning environment that it’s
  invisible, this is stealth assessment.
Elder Scrolls IV

Oblivion
Elder Scrolls IV: Oblivion
 First person 3D RPG set in a medieval world
 Can be one of many characters
  (e.g., knight, mage, elf), each who has (or can obtain)
  various weapons, spells, and tools
 Primary goal—gain rank & complete quests
 Quests may include locating a person to obtain
  info, figuring out a clue for future quests, etc.
 Multiple mini quests along the way, and a major quest
  that results in winning the game (100s of hr of game play)
 Players have the freedom to complete quests in any order
Competency Model
                                       Success in Oblivion




                Cognitive                                                                    Dispositions
                                                             Creative
                                                             Problem
                                                             Solving


                                                   Problem                                        Persistence
                                                                        Creativity
                                                   Solving



                Reading
Attention                                          Efficiency             Novelty
                 Comp




      Working             Background   Reasoning                                                                Exploratory
                                                                                     Reflection
      Memory              Knowledge      Skills                                                                  Behavior
Example ECD Models
                                                              Competency Model
                      Creative Problem Solving

Unobservables
                  Problem Solving                Creativity



                     Efficiency                  Novelty


                                                                Evidence Model
                Scene 1
  The Glue                                                         Scene 2


                                                                  Action Model
                Scene 1
 Observables                                                       Scene 2
                 Action             Indicators
Action Model w/Indicators
 Problem: Cross river filled with dangerous fish to get to the
 cave on the other side.

                   Relevant* Action                              Novelty    Efficiency

 Swim across the river                                           n = 0.12    e = 0.22

 Levitate over the river                                         n = 0.33    e = 0.70

 Freeze water with a spell and slide across                      n = 0.76    e = 0.80

 Find a bridge over the river                                    n = 0.66    e = 0.24

 Dig a tunnel under the river                                    n = 0.78    e = 0.20

 * Relevant refers to any action included in a successful solution.
Indicators Per Action
Novelty: 1 – frequency

Efficiency: Inverse fn (resources, time)
Action:         Find a bridge over the river

Indicators: Novelty = 1 - 0.34 = 0.66
                Efficiency = 1 / [(3   0.4) + (5   0.6)] = 0.24

•   Resources Used = Weapon (1, fight monster w/sword) + Health (1, damage
    from monster) + Object (1, magic potion) = 3 resources (weight = 0.4)

•   Time expended = 5 minutes (weight = 0.6)
Bayes Model—Case 1
                     CreativeProblemSolving
                     Low          0.60
                     High         0.40



  ProblemSolving                                   Creativity
Low    0.64                                   Low    0.11
High   0.36                                   High   0.89




                           Efficiency                           Novelty
                      Low    0.86                       Low     0.02
                      High   0.14                       High    0.98




                        ObservedEfficiency                 ObservedNovelty
                   0 to 0.25         1               0 to 0.25        0
                   0.25 to 0.5       0               0.25 to 0.5      0
                   0.5 to 0.75       0               0.5 to 0.75      0
                   0.75 to 1         0               0.75 to 1        1
                             0.20 0.07                         0.78 0.07


                       Dig a tunnel under the river: e = 0.20; n = 0.78
Wrapping it Up
 Bayes nets can be used in various ways to
  improve learning and performance.
     Continuously gather evidence for
      accurate, real-time estimates of comp’s.
     Info on competencies used by (a) teachers
      (to adjust instruction & give good
      feedback), (b) system (to select new gaming
      experiences), and/or (c) students (to reflect
      on how they’re doing).
 Current estimates of competency levels can be
  integrated into the game and displayed as
  progress indicators.
 This elevates valued competencies to
  the same level as health and weapons!
Summary
 To address educational challenges and harness potential of
  immersive games, I presented an ECD-inspired idea re:
       • Specifying competencies to be acquired from the game
       • Defining EMs that link game behaviors to competencies
       • Updating the learner model regularly

 Using ECD, stealth assessment, and automated data collection
  and analysis tools is meant to collect valid evidence of students’
  emerging competencies, and reduce teachers’ workload allowing
  them to focus on fostering student learning.

 Next steps: adapt content (feedback, difficulty
  levels, scaffolding, etc.) in game to fit current needs of player, test
  plug ’n play of models, evaluate learning effects, etc.
Thank you!

       Questions?
      Email: vshute@fsu.edu
Website: http://www.myweb.fsu.edu/vshute
Really Old Days
 In the Stone Age, kids
  learned how to start a fire
  with sticks. Hunting skills
  were important too.



 The world in which they
  lived was fairly simple and
  flat.    Return

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What is Stealth Assessment?

  • 1. Games, Learning, and Stealth Assessment Valerie Shute Florida State University Games for Learning @ G4C (June 22, 2011)
  • 2. Games, Learning, Assessment Claim 1 Claim 2 Claim 3 + + + Good games can act Learning is best Stealth assessment as transformative when it is can collect dynamic environments to active, interesting, g evidence of learning support skill oal-oriented, and in real-time, at development and contextualized various grain sizes deep, meaningful (i.e., features of good (and use info to learning. games). support learning).
  • 3. Game Plan  Define 21st century competencies & good games  Overview evidence-centered design  Describe stealth assessment  Illustrate approach in a worked example
  • 4. It’s Time for a Change The world has changed a lot in the past 100 years. Education has not. Classroom photo, 1910 Classroom photo, 2010
  • 5. 21st Century Skills  Today’s kids need new skills to be successful and productive (e.g., creativity, collabor ation, communication).  The world in which we live is complex and interconnected (especially compared to the really old days).
  • 6. Collaboration Critical Thinking Systems Thinking Curiosity Creativity Grit Empathy
  • 7. Challenges  One problem with embracing new skills is the lack of valid & reliable assessments for them.  Old ways of testing won’t work. Learning and succeeding in our complex world can’t be optimally be measured by MC tests.  Re-think assessment!
  • 9. Good Game Elements 1. Interactive problem solving 2. Specific goals/rules 3. Adaptive challenges 4. Control 5. Ongoing feedback 6. Uncertainty 7. Sensory Stimuli
  • 10. Gestalt of Games Interactivity Stimuli Goals Uncertainty Challenges Feedback Control
  • 11. Evidence-Centered Design (e.g., Mislevy, Steinberg, & Almond, 2003)
  • 12. Assessment Design Competency Model What do you want to say about the person? Evidence Model What observations would provide best evidence for what you want to say? Task/Action Model Model What kinds of tasks let you make the necessary observations?
  • 15. Stealth Assessment Features Seamless & Ubiquitous Accurate & Rich Assessment Learner Models Aligned along 3 dimensions: vertically, horizontally, and temporally
  • 16. Stealth Assessment  Advances in measurement let us administer evidence-based assessments to:  Extract ongoing information from a learner  Make accurate inferences of competencies  React in immediate and helpful ways.  Accomplished via automated scoring and machine-based reasoning techniques.  When assessment is so seamlessly woven into the fabric of the learning environment that it’s invisible, this is stealth assessment.
  • 18. Elder Scrolls IV: Oblivion  First person 3D RPG set in a medieval world  Can be one of many characters (e.g., knight, mage, elf), each who has (or can obtain) various weapons, spells, and tools  Primary goal—gain rank & complete quests  Quests may include locating a person to obtain info, figuring out a clue for future quests, etc.  Multiple mini quests along the way, and a major quest that results in winning the game (100s of hr of game play)  Players have the freedom to complete quests in any order
  • 19. Competency Model Success in Oblivion Cognitive Dispositions Creative Problem Solving Problem Persistence Creativity Solving Reading Attention Efficiency Novelty Comp Working Background Reasoning Exploratory Reflection Memory Knowledge Skills Behavior
  • 20. Example ECD Models Competency Model Creative Problem Solving Unobservables Problem Solving Creativity Efficiency Novelty Evidence Model Scene 1 The Glue Scene 2 Action Model Scene 1 Observables Scene 2 Action Indicators
  • 21. Action Model w/Indicators Problem: Cross river filled with dangerous fish to get to the cave on the other side. Relevant* Action Novelty Efficiency Swim across the river n = 0.12 e = 0.22 Levitate over the river n = 0.33 e = 0.70 Freeze water with a spell and slide across n = 0.76 e = 0.80 Find a bridge over the river n = 0.66 e = 0.24 Dig a tunnel under the river n = 0.78 e = 0.20 * Relevant refers to any action included in a successful solution.
  • 22. Indicators Per Action Novelty: 1 – frequency Efficiency: Inverse fn (resources, time) Action: Find a bridge over the river Indicators: Novelty = 1 - 0.34 = 0.66 Efficiency = 1 / [(3 0.4) + (5 0.6)] = 0.24 • Resources Used = Weapon (1, fight monster w/sword) + Health (1, damage from monster) + Object (1, magic potion) = 3 resources (weight = 0.4) • Time expended = 5 minutes (weight = 0.6)
  • 23. Bayes Model—Case 1 CreativeProblemSolving Low 0.60 High 0.40 ProblemSolving Creativity Low 0.64 Low 0.11 High 0.36 High 0.89 Efficiency Novelty Low 0.86 Low 0.02 High 0.14 High 0.98 ObservedEfficiency ObservedNovelty 0 to 0.25 1 0 to 0.25 0 0.25 to 0.5 0 0.25 to 0.5 0 0.5 to 0.75 0 0.5 to 0.75 0 0.75 to 1 0 0.75 to 1 1 0.20 0.07 0.78 0.07 Dig a tunnel under the river: e = 0.20; n = 0.78
  • 24. Wrapping it Up  Bayes nets can be used in various ways to improve learning and performance.  Continuously gather evidence for accurate, real-time estimates of comp’s.  Info on competencies used by (a) teachers (to adjust instruction & give good feedback), (b) system (to select new gaming experiences), and/or (c) students (to reflect on how they’re doing).  Current estimates of competency levels can be integrated into the game and displayed as progress indicators.  This elevates valued competencies to the same level as health and weapons!
  • 25. Summary  To address educational challenges and harness potential of immersive games, I presented an ECD-inspired idea re: • Specifying competencies to be acquired from the game • Defining EMs that link game behaviors to competencies • Updating the learner model regularly  Using ECD, stealth assessment, and automated data collection and analysis tools is meant to collect valid evidence of students’ emerging competencies, and reduce teachers’ workload allowing them to focus on fostering student learning.  Next steps: adapt content (feedback, difficulty levels, scaffolding, etc.) in game to fit current needs of player, test plug ’n play of models, evaluate learning effects, etc.
  • 26. Thank you! Questions? Email: vshute@fsu.edu Website: http://www.myweb.fsu.edu/vshute
  • 27. Really Old Days  In the Stone Age, kids learned how to start a fire with sticks. Hunting skills were important too.  The world in which they lived was fairly simple and flat. Return