Stealth Literacy Assessments via Educational Games

Author:

Fang Ying1,Li Tong2ORCID,Huynh Linh3,Christhilf Katerina3ORCID,Roscoe Rod D.4,McNamara Danielle S.3

Affiliation:

1. Faculty of Artificial Intelligence in Education, Central China Normal University, Wuhan 430079, China

2. School of Journalism and Strategic Communication, Ball State University, Muncie, IN 47306, USA

3. Department of Psychology, Arizona State University, Tempe, AZ 85281, USA

4. Human Systems Engineering, Arizona State University, Mesa, AZ 85212, USA

Abstract

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.

Funder

Institute of Education Sciences

Office of Naval Research

Publisher

MDPI AG

Subject

Computer Networks and Communications,Human-Computer Interaction

Reference68 articles.

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3. NCES (2022, May 20). Highlights of the 2017 U.S. PIAAC Results Web Report, Available online: https://nces.ed.gov/surveys/piaac/current_results.asp.

4. Shute, V.J., and Ventura, M. (2013). Measuring and Supporting Learning in Games: Stealth Assessment, The MIT Press.

5. Serious games for assessment: Welcome to the jungle;Kato;J. Appl. Test. Technol.,2017

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