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Assessment literacy through serious games in virtual learning environments

Published:18 October 2017Publication History

ABSTRACT

This paper focuses on analysing the influence of serious games on the assessment literacy of Higher Education students. The study is contextualised in a public call research project in which the DevalS course is developed and implemented -- How to assess learning-- a blended learning course featuring the use of technological resources for which 2 serious games were designed, One day with EVA(cc) y EVONG -- Evaluation in action(cc). In this research, a quasi-experimental postest design is followed through the survey technique, determined in two online questionnaires through which the perception is gathered on its competence level and influence in the literary assessment of first-year university students belonging to 4 public universities of Spain who conducted the DevalS Course. The results, based on 196 responses, Show an increase in the level of knowledge in assessment perceived by the students, demonstrating that serious games are a valuable tool for this purpose.

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      • Published in

        cover image ACM Other conferences
        TEEM 2017: Proceedings of the 5th International Conference on Technological Ecosystems for Enhancing Multiculturality
        October 2017
        723 pages
        ISBN:9781450353861
        DOI:10.1145/3144826

        Copyright © 2017 ACM

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        Publication History

        • Published: 18 October 2017

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        TEEM 2017 Paper Acceptance Rate84of109submissions,77%Overall Acceptance Rate496of705submissions,70%
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