STEALTH TECHNOLOGY: A REVEALING An investigative study on stealth technology.
What is Stealth Assessment?
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Transcript of What is Stealth Assessment?
Valerie ShuteFlorida State University
Games for Learning @ G4C (June 22, 2011)
Stealth Assessment Games, Learning, and
Games, Learning, Assessment
Claim 1
Good games can act as transformative environments to support skill development and deep, meaningful learning.
Claim 2
Learning is best when it is active, interesting, goal-oriented, and contextualized (i.e., features of good games).
Claim 3
Stealth assessmentcan collect dynamic evidence of learning in real-time, at various grain sizes (and use info to support learning).
+ + +
Define 21st century competencies & good games
Overview evidence-centered design
Describe stealth assessment
Illustrate approach in a worked example
Game Plan
The world has changed a lot in the past 100 years. Education has not.
Classroom photo, 1910 Classroom photo, 2010
It’s Time for a Change
Today’s kids need new
skills to be successful
and productive
(e.g., creativity, collabor
ation, communication).
The world in which we
live is complex and
interconnected
(especially compared to
the really old days).
21st Century Skills
Curiosity
Critical Thinking
Collaboration
Grit
Systems Thinking
Empathy
Creativity
One problem with embracing new skills is the lack of valid & reliable assessments for them.
Old ways of testing won’t work. Learning and succeeding in our complex world can’t be optimally be measured by MC tests.
Re-think assessment!
Challenges
Games
Good Game Elements
1. Interactive problem solving
2. Specific goals/rules
3. Adaptive challenges
4. Control
5. Ongoing feedback
6. Uncertainty
7. Sensory Stimuli
Interactivity
Goals
Challenges
ControlFeedback
Uncertainty
Stimuli
Gestalt of Games
(e.g., Mislevy, Steinberg, & Almond, 2003)
Evidence-Centered Design
Competency Model
What do you want to say about the
person?
Evidence Model
What observations would provide best
evidence for what you want to say?
Task/Action Model
Model
What kinds of tasks let you make the
necessary observations?
Assessment Design
Design & Diagnosis
Stealth Assessment
Accurate & Rich Learner Models
Seamless & Ubiquitous Assessment
Aligned along 3 dimensions: vertically, horizontally, and temporally
Stealth Assessment Features
Advances in measurement let us administer evidence-based assessments to:
Extract ongoing information from a learner
Make accurate inferences of competencies
React in immediate and helpful ways.
Accomplished via automated scoring and machine-based reasoning techniques.
When assessment is so seamlessly woven into the fabric of the learning environment that it’s invisible, this is stealth assessment.
Stealth Assessment
Elder Scrolls IV
Oblivion
First person 3D RPG set in a medieval world
Can be one of many characters (e.g., knight, mage, elf), each who has (or can obtain) various weapons, spells, and tools
Primary goal—gain rank & complete quests
Quests may include locating a person to obtain info, figuring out a clue for future quests, etc.
Multiple mini quests along the way, and a major quest that results in winning the game (100s of hr of game play)
Players have the freedom to complete quests in any order
Elder Scrolls IV: Oblivion
Success in Oblivion
Cognitive Dispositions
Background
Knowledge
Reasoning
Skills
Working
Memory
Reading
Comp
Problem
Solving
ReflectionExploratory
Behavior
PersistenceCreativity
Creative
Problem
Solving
Attention Efficiency Novelty
Competency Model
Efficiency Novelty
Scene 2Scene 1
Evidence Model
Competency Model
Action Model
Creative Problem Solving
Scene 1
Action Indicators Scene 2
Unobservables
Observables
The Glue
Example ECD Models
Problem Solving Creativity
Relevant* Action Novelty Efficiency
Swim across the river n = 0.12 e = 0.22
Levitate over the river n = 0.33 e = 0.70
Freeze water with a spell and slide across n = 0.76 e = 0.80
Find a bridge over the river n = 0.66 e = 0.24
Dig a tunnel under the river n = 0.78 e = 0.20
* Relevant refers to any action included in a successful solution.
Problem: Cross river filled with dangerous fish to get to the cave on the other side.
Action Model w/Indicators
Novelty: 1 – frequency
Efficiency: Inverse fn (resources, time)
Action: Find a bridge over the river
Indicators: Novelty = 1 - 0.34 = 0.66
Efficiency = 1 / [(3 0.4) + (5 0.6)] = 0.24
• Resources Used = Weapon (1, fight monster w/sword) + Health (1, damage from monster) + Object (1, magic potion) = 3 resources (weight = 0.4)
• Time expended = 5 minutes (weight = 0.6)
Indicators Per Action
CreativeProblemSolving
LowHigh
0.600.40
Creativity
LowHigh
0.110.89
ProblemSolving
LowHigh
0.640.36
ObservedNovelty
0 to 0.250.25 to 0.50.5 to 0.750.75 to 1
0001
0.78 0.07
Novelty
LowHigh
0.020.98
Efficiency
LowHigh
0.860.14
ObservedEfficiency
0 to 0.250.25 to 0.50.5 to 0.750.75 to 1
1000
0.20 0.07
Dig a tunnel under the river: e = 0.20; n = 0.78
Bayes Model—Case 1
Bayes nets can be used in various ways to improve learning and performance.
Continuously gather evidence for accurate, real-time estimates of comp’s.
Info on competencies used by (a) teachers(to adjust instruction & give good feedback), (b) system (to select new gaming experiences), and/or (c) students (to reflect on how they’re doing).
Current estimates of competency levels can be integrated into the game and displayed as progress indicators.
This elevates valued competencies to the same level as health and weapons!
Wrapping it Up
To address educational challenges and harness potential of immersive games, I presented an ECD-inspired idea re:
• Specifying competencies to be acquired from the game
• Defining EMs that link game behaviors to competencies
• Updating the learner model regularly
Using ECD, stealth assessment, and automated data collection and analysis tools is meant to collect valid evidence of students’ emerging competencies, and reduce teachers’ workload allowing them to focus on fostering student learning.
Next steps: adapt content (feedback, difficulty levels, scaffolding, etc.) in game to fit current needs of player, test plug ’n play of models, evaluate learning effects, etc.
Summary
In the Stone Age, kids
learned how to start a fire
with sticks. Hunting skills
were important too.
The world in which they
lived was fairly simple and
flat.
Really Old Days
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