Assessment in Virtual Learning Spaces

Author:

Crisp Geoffrey1

Affiliation:

1. University of Adelaide, Australia

Abstract

This chapter examines how assessment spaces must change in response to the rapid development and uptake of new virtual learning spaces. Students are engaging in collaborative, cooperative learning activities in a spatially distributed environment, yet their assessment tasks are often delivered in traditional assessment spaces that bear little resemblance to their learning spaces. The assessment of students in virtual worlds, virtual laboratories, role-plays and serious games is examined and the case is presented for the wider use of evidence-centered assessment designs and stealth assessment techniques.

Publisher

IGI Global

Reference43 articles.

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2. Learning as Problem Design Versus Problem Solving: Making the Connection Between Cognitive Neuroscience Research and Educational Practice

3. Aldrich, C. (2009b). Virtual worlds, simulations, and games for education: A unifying view. Journal of Online Education, 5(5). Retrieved April 7, 2011, from http://www.innovateonline.info /pdf/vol5_issue5/Virtual_Worlds ,_Simulations,_and_Games_for_ Education-__A_Unifying_View.pdf

4. Baker, E. L., & Delacruz, G. C. (2008). What do we know about assessment in games? Paper presented at the National Center for Research on Evaluation, Standards, and Student Testing (CRESST) American Educational Research Association AERA 2008 Annual Meeting New York, NY. Retrieved April 7, 2011, from http://www.cse.ucla.edu/ products/overheads/AERA2008 /baker_assessment.pdf

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