001386615 000__ 03670cam\a2200505Mi\4500 001386615 001__ 1386615 001386615 003__ MaCbMITP 001386615 005__ 20240325105101.0 001386615 006__ m\\\\\o\\d\\\\\\\\ 001386615 007__ cr\un\nnnunnun 001386615 008__ 130325s2013\\\\maua\\\\ob\\\\000\0\eng\d 001386615 020__ $$a0262315211$$q(electronic bk.) 001386615 020__ $$a9780262315210$$q(electronic bk.) 001386615 020__ $$a9780262315227$$q(electronic bk.) 001386615 020__ $$a026231522X$$q(electronic bk.) 001386615 020__ $$z9780262518819$$q(pbk. ;$$qalk. paper) 001386615 020__ $$z0262518813$$q(pbk. ;$$qalk. paper) 001386615 035__ $$a(OCoLC)832316012 001386615 035__ $$a(OCoLC-P)832316012 001386615 040__ $$aOCoLC-P$$beng$$cOCoLC-P 001386615 050_4 $$aLB3051$$b.S518 2013 001386615 08204 $$a371.26$$223 001386615 1001_ $$aShute, Valerie J.$$q(Valerie Jean),$$d1953-$$eauthor. 001386615 24510 $$aStealth assessment :$$bmeasuring and supporting learning in video games /$$cValerie Shute and Matthew Ventura. 001386615 264_1 $$aCambridge, Massachusetts :$$bThe MIT Press,$$c[2013] 001386615 300__ $$a1 online resource (vi, 244 pages) :$$billustrations. 001386615 336__ $$atext$$btxt$$2rdacontent 001386615 337__ $$acomputer$$bc$$2rdamedia 001386615 338__ $$aonline resource$$bcr$$2rdacarrier 001386615 4900_ $$aThe John D. and Catherine T. Macarthur Foundation reports on digital media and learning 001386615 520__ $$aAn approach to performance-based assessments that embeds assessments in digital games in order to measure how students are progressing toward targeted goals.To succeed in today's interconnected and complex world, workers need to be able to think systemically, creatively, and critically. Equipping K-16 students with these twenty-first-century competencies requires new thinking not only about what should be taught in school but also about how to develop valid assessments to measure and support these competencies. In Stealth Assessment, Valerie Shute and Matthew Ventura investigate an approach that embeds performance-based assessments in digital games. They argue that using well-designed games as vehicles to assess and support learning will help combat students' growing disengagement from school, provide dynamic and ongoing measures of learning processes and outcomes, and offer students opportunities to apply such complex competencies as creativity, problem solving, persistence, and collaboration. Embedding assessments within games provides a way to monitor players' progress toward targeted competencies and to use that information to support learning.Shute and Ventura discuss problems with such traditional assessment methods as multiple-choice questions, review evidence relating to digital games and learning, and illustrate the stealth-assessment approach with a set of assessments they are developing and embedding in the digital game Newton's Playground. These stealth assessments are intended to measure levels of creativity, persistence, and conceptual understanding of Newtonian physics during game play. Finally, they consider future research directions related to stealth assessment in education. 001386615 588__ $$aOCLC-licensed vendor bibliographic record. 001386615 650_0 $$aEducational tests and measurements. 001386615 650_0 $$aVideo games. 001386615 653__ $$aGAME STUDIES/Games in Education 001386615 653__ $$aEDUCATION/Digital Media & Learning 001386615 653__ $$aSOCIAL SCIENCES/Media Studies 001386615 655_0 $$aElectronic books 001386615 7001_ $$aVentura, Matthew,$$eauthor. 001386615 852__ $$bebk 001386615 85640 $$3MIT Press$$uhttps://doi.org/10.7551/mitpress/9589.001.0001?locatt=mode:legacy$$zOnline Access through The MIT Press Direct 001386615 85642 $$3OCLC metadata license agreement$$uhttp://www.oclc.org/content/dam/oclc/forms/terms/vbrl-201703.pdf 001386615 909CO $$ooai:library.usi.edu:1386615$$pGLOBAL_SET 001386615 980__ $$aBIB 001386615 980__ $$aEBOOK 001386615 982__ $$aEbook 001386615 983__ $$aOnline