Development and use of mobile technologies that foster students' evaluative judgement: a design-based research
1. Development and use of mobile technologies
that foster students' evaluative judgement: a
design-based research
Jaione Cubero Ibáñez, María Soledad Ibarra-Sáiz, Gregorio Rodríguez-Gómez
EVALfor Research Group - University of Cádiz
Spain
Sixth Edition Technological Ecosystems for
Enhancing Multiculturality
24-26 October 2018
Salamanca, Spain
2. Objective
To verify the results and the impact obtained from the use of
mobile technologies in the development of evaluative
judgement in participatory assessment processes as a means
for the training of democratic and critical citizens.
4. Students’ evaluative judgement
Evaluative judgement
“the ability to make decisions about the quality of work of self and others”
(Tai, Ajjawi, Boud, Dawson, & Panadero, 2018, p. 471)
Components:
• understanding what constitutes 'quality‘
• applying this understanding through an assessment of the work,
whether one's own or that of another person
to provide opportunities for students to exercise
and develop their evaluative judgement
5. Mobile learning
“the processes (both personal and public) of gaining knowledge via
exploration and conversation through multiple contexts between people and
interactive technologies“
Adams Becker, S., Cummins, M., Davis, A., Freeman, A., Hall Giesinger, C., and Ananthanarayanan,
V. (2017)
A Model for Framing Mobile Learning (Koole, 2009)
6. Operational goals:
1. To develop a Conceptual Framework for the study
2. To design, programme and develop mobile technologies
that streamline the implementation of students' evaluative judgement
in participatory assessment processes.
3. To experimentally apply these mobile technologies in different
subjects within a framework of assessment as learning and
empowerment.
4. To evaluate the effects (results and impact) of student participation in
assessment by using mobile technologies.
7. Methodology
Design-based research methodology (DBR)
(Anderson & Shattuck, 2012)
• it is situated in a real educational context
• it is focussed on the design and verification of a meaningful intervention
• it uses mixed methods
• it involves a series of iterations (at least two cycles) in which
researchers and practitioners work together
11. Master or Degree Module n
Business Administration (UCA) Project Management 135
Finance and Accounting (UCA) Project Management 25
Early Childhood Education (UCA) Educational Innovation and Research 150
Education (USAL)
Assessment Techniques and Instruments 60
Educational Guidance 60
Master in Secondary Education (USAL)
Educational Guidance 20
Career Guidance 20
Business Administration (URIV) Economics and Business Management 50
Total 520
Sample
12. Data collection
Information sources
Data collection
techniques
Data collection instruments
Tutors Observation
Tutor Diary
Critical incident register
Students Survey
Initial competence level pre-test questionnaire
Final competence level post-test questionnaire
Questionnaire about the satisfaction and
usefulness of the designed applications
Final group interview
14. Expected Outcomes
Providing mobile technologies that enable student participation in
the assessment process
Increasing the level of university students’ evaluative judgement
skills
Increasing the degree of university-based innovation in coherence
with today's digital context
Educating participative, critical, committed students who transfer
these skills to a real-life context and contribute to the consolidation
of an inclusive and reflective society
Serious games, the main objective of which is education and not entertainment, offer multiple possibilities in educational contexts, such as facilitating the internalization of learning, developing a range of skills, sharing tasks, encouraging participation and, above all, creating enjoyable and motivational didactic experiences for students.
One type of serious game are simulation games where a system is modelled that is consistent with reality and through which players can explore, interact with objects and people, check their hypotheses and ideas, as well as make relevant decisions within the framework of the educational activities.
In the experience presented in this paper, the simulation games used focus on the issue of assessment, a crucial area in Higher Education that is directly related to decision-making and the development of strategies to enhance students’ autonomous learning.
The objectives of this research study are:
a. to identify the value of games in the development of decision making and autonomous learning;
b. to ascertain the opportunities for transferability of the learning from the games into real life for the university students who participate in them.
The objectives of this research study are:
a. to identify the value of games in the development of decision making and autonomous learning;
b. to ascertain the opportunities for transferability of the learning from the games into real life for the university students who participate in them.
The objectives of this research study are:
a. to identify the value of games in the development of decision making and autonomous learning;
b. to ascertain the opportunities for transferability of the learning from the games into real life for the university students who participate in them.