Stealth Literacy Assessments via Educational Games

被引:1
作者
Fang, Ying [1 ]
Li, Tong [2 ]
Huynh, Linh [3 ]
Christhilf, Katerina [3 ]
Roscoe, Rod D. D. [4 ]
McNamara, Danielle S. S. [3 ]
机构
[1] Cent China Normal Univ, Fac Artificial Intelligence Educ, Wuhan 430079, Peoples R China
[2] Ball State Univ, Sch Journalism & Strateg Commun, Muncie, IN 47306 USA
[3] Arizona State Univ, Dept Psychol, Tempe, AZ 85281 USA
[4] Arizona State Univ, Human Syst Engn, Mesa, AZ 85212 USA
关键词
literacy; assessment; reading comprehension; educational games; intelligent tutoring system; READING-COMPREHENSION; TEST ANXIETY; READERS; VOCABULARY; PERSONALITY; MOTIVATION; KNOWLEDGE; CHILDREN; ENGLISH; SCIENCE;
D O I
10.3390/computers12070130
中图分类号
TP39 [计算机的应用];
学科分类号
081203 ; 0835 ;
摘要
Literacy assessment is essential for effective literacy instruction and training. However, traditional paper-based literacy assessments are typically decontextualized and may cause stress and anxiety for test takers. In contrast, serious games and game environments allow for the assessment of literacy in more authentic and engaging ways, which has some potential to increase the assessment's validity and reliability. The primary objective of this study is to examine the feasibility of a novel approach for stealthily assessing literacy skills using games in an intelligent tutoring system (ITS) designed for reading comprehension strategy training. We investigated the degree to which learners' game performance and enjoyment predicted their scores on standardized reading tests. Amazon Mechanical Turk participants (n = 211) played three games in iSTART and self-reported their level of game enjoyment after each game. Participants also completed the Gates-MacGinitie Reading Test (GMRT), which includes vocabulary knowledge and reading comprehension measures. The results indicated that participants' performance in each game as well as the combined performance across all three games predicted their literacy skills. However, the relations between game enjoyment and literacy skills varied across games. These findings suggest the potential of leveraging serious games to assess students' literacy skills and improve the adaptivity of game-based learning environments.
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页数:15
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