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Lessons Learned and Best Practices of Stealth Assessment
16 references·2 citing·49 second hop
Lessons Learned and Best Practices of Stealth Assessment (2015)Lessons Learned and Best Practices of Ste…Advances in the Science of Assessment (2016)Advances in the Science of As…The power of play: The effects of Portal 2 and Lumosity on cognitive and noncognitive skills (2014)The power of play: The effect…Stealth Assessment (2013)Stealth AssessmentAssessment and Learning of Qualitative Physics in Newton’s Playground (2013)Assessment and Learning of Qu…The relationship between video game use and a performance-based measure of persistence (2012)The relationship between vide…Development and validity of a Dutch version of the Remote Associates Task: An item-response theory approach (2012)Development and validity of a…A meta-analysis of the five-factor model of personality and academic performance. (2009)A meta-analysis of the five-f…The effects of video game playing on attention, memory, and executive control (2008)The effects of video game pla…The Power of Personality: The Comparative Validity of Personality Traits, Socioeconomic Status, and Cognitive Ability for Predicting Important Life Outcomes (2007)The Power of Personality: The…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Focus Article: On the Structure of Educational Assessments (2003)Focus Article: On the Structu…Method bias: The importance of theory and measurement (1994)Method bias: The importance o…Measurement and Control of Response Bias (1991)Measurement and Control of Re…An examination of the alleged role of "fixation" in the solution of several "insight" problems. (1981)An examination of the alleged…The associative basis of the creative process. (1962)The associative basis of the …STANDARDIZATION OF PROGRESSIVE MATRICES, 1938 (1941)STANDARDIZATION OF PROGRESSIV…Good gamers, good managers? A proof-of-concept study with Sid Meier’s Civilization (2020)Good gamers, good managers? A…Assessing and Supporting Hard-to-Measure Constructs in Video Games (2016)Assessing and Supporting Hard…Situated Cognition and the Culture of Learning (1989)Situated Learning: Legitimate Peripheral Participation. (1994)A pedagogy of Multiliteracies Designing Social Futures (1996)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Gamifying learning experiences: Practical implications and outcomes (2013)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Construct validity in psychological tests. 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References

  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 1962The associative basis of the creative process.4,140 cited
  • 1991Measurement and Control of Response Bias3,704 cited
  • 2009A meta-analysis of the five-factor model of personality and academic performance.2,708 cited
  • 2007The Power of Personality: The Comparative Validity of Personality Traits, Socioeconomic Status, and Cognitive Ability for Predicting Important Life Outcomes2,329 cited
  • 2008The effects of video game playing on attention, memory, and executive control993 cited
  • 2003Focus Article: On the Structure of Educational Assessments809 cited
  • 2013Stealth Assessment406 cited
  • 1941STANDARDIZATION OF PROGRESSIVE MATRICES, 1938388 cited
  • 1981An examination of the alleged role of "fixation" in the solution of several "insight" problems.341 cited
  • 1994Method bias: The importance of theory and measurement314 cited
  • 2014The power of play: The effects of Portal 2 and Lumosity on cognitive and noncognitive skills290 cited
  • 2012Development and validity of a Dutch version of the Remote Associates Task: An item-response theory approach155 cited
  • 2012The relationship between video game use and a performance-based measure of persistence148 cited

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2016
Advances in the Science of Assessment
135 cited
  • 2013Assessment and Learning of Qualitative Physics in Newton’s Playground110 cited
  • Cited by

    • 2016Assessing and Supporting Hard-to-Measure Constructs in Video Games38 cited
    • 2020Good gamers, good managers? A proof-of-concept study with Sid Meier’s Civilization37 cited