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Assessment of Student Learning in Science Simulations and Games
10 references·3 citing·51 second hop
Assessment of Student Learning in Science Simulations and Games (2009)Assessment of Student Learning in Science…Digital Game-Based Learning (2020)Digital Game-Based LearningTechnology and Testing (2009)Technology and TestingA multi‐user virtual environment for building and assessing higher order inquiry skills in science (2009)A multi‐user virtual environm…A Study of Educational Simulations Part II – Interface Design (2008)A Study of Educational Simula…Implications of Evidence‐Centered Design for Educational Testing (2006)Implications of Evidence‐Cent…Design-Based Research (2005)Design-Based ResearchIntegrating Curriculum, Instruction, Assessment, and Evaluation in a Technology-Supported Genetics Learning Environment (2003)Integrating Curriculum, Instr…Cognitive requirements for learning with open-ended learning environments (2000)Cognitive requirements for le…The Interplay of Evidence and Consequences in the Validation of Performance Assessments (1994)The Interplay of Evidence and…Force concept inventory (1992)Force concept inventoryA Framework for Innovation (2020)A Framework for InnovationMeasuring Expert Performance for Serious Games Analytics: From Data to Insights (2015)Measuring Expert Performance …Video game learning dynamics: Actionable measures of multidimensional learning trajectories (2013)Video game learning dynamics:…Categorization and Representation of Physics Problems by Experts and Novices* (1981)PhET: Interactive Simulations for Teaching and Learning Physics (2005)A Study of Educational Simulations Part 1 - Engagement and Learning (2008)Oersted Medal Lecture 2007: Interactive simulations for teaching physics: What works, what doesn’t, and why (2008)Developing and evaluating animations for teaching quantum mechanics concepts (2010)PhET Interactive Simulations (2013)Review of research in education (1973)National Science Education Standards (1995)Handbook of educational psychology (1997)Developing materials to promote inquiry: Lessons learned (2005)Role of the Teacher in Computer‐supported Collaborative Inquiry Learning (2009)Learning by creating and exchanging objects: The SCY experience (2010)Situated Cognition and the Culture of Learning (1989)The Uses of Argument (2003)Predicting College Grades and Degree Completion Using High School Grades and SAT Scores: The Role of Student Ethnicity and First Language (2005)The development and validation of a learning progression for argumentation in science (2016)The reflective practitioner: How professionals think in action (1984)The Reflective Practitioner: How Professionals Think in Action (1985)The Role of Self-Regulated Learning in Fostering Students' Conceptual Understanding of Complex Systems with Hypermedia (2004)Adaptive Human Scaffolding Facilitates Adolescents’ Self-regulated Learning with Hypermedia (2005)The Impact of Scaffolding and Student Achievement Levels in a Problem-based Learning Environment (2006)Working inside the Black Box: Assessment for Learning in the Classroom (2004)Inside the Black Box: Raising Standards through Classroom Assessment (2010)Knowing What Students Know: The Science and Design of Educational Assessment (2013)The 21st century challenge for science education: Assessing scientific reasoning (2013)Simulations for STEM learning: Systematic review and meta-analysis (2014)Exploring social and cognitive dimensions of collaborative problem solving in an open online simulation-based task (2018)Syntactic Structures (1957)Frames of Mind: The Theory of Multiple Intelligences (1984)Standards of Validity and the Validity of Standards in Performance Asessment (1995)Focus Article: On the Structure of Educational Assessments (2003)Language Testing and Validation (2005)The educational researcher (2021)Situated Learning (1991)Improving Pregnancy Outcome during Imprisonment: A Model Residential Care Program (2001)The Impact of Student Self-efficacy on Scientific Inquiry Skills: An Exploratory Investigation in River City, a Multi-user Virtual Environment (2006)Learning through playing Virtual Age: Exploring the interactions among student concept learning, gaming performance, in-game behaviors, and the use of in-game characters (2015)STEM Motivation Interventions for Adolescents: A Promising Start, but Further to Go (2016)Game-based learning pedagogy: a review of the literature (2019)Mind in Society: The Development of Higher Psychological Processes (1978)Communities of Practice (1998)Communities of practice learning, meaning, and identity (1999)Building creativity: collaborative learning and creativity in social media environments (2011)Research by Design: Design-Based Research and the Higher Degree Research student (2013)Designing for culturally responsive science education through professional development (2016)Peer Instruction: Ten years of experience and results (2001)Where's the evidence that active learning works? 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this work references cited by second hop

References

  • 1992Force concept inventory3,233 cited
  • 2020Digital Game-Based Learning2,893 cited
  • 1994The Interplay of Evidence and Consequences in the Validation of Performance Assessments1,315 cited
  • 2006Implications of Evidence‐Centered Design for Educational Testing544 cited
  • 2000Cognitive requirements for learning with open-ended learning environments311 cited
  • 2009Technology and Testing256 cited
  • 2009A multi‐user virtual environment for building and assessing higher order inquiry skills in science246 cited
  • 2005Design-Based Research130 cited
  • 2003Integrating Curriculum, Instruction, Assessment, and Evaluation in a Technology-Supported Genetics Learning Environment108 cited
  • 2008A Study of Educational Simulations Part II – Interface Design96 cited

Cited by

  • 2020A Framework for Innovation40 cited
  • 2015Measuring Expert Performance for Serious Games Analytics: From Data to Insights36 cited
  • 2013Video game learning dynamics: Actionable measures of multidimensional learning trajectories33 cited

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