Ministry of higher and secondary special education of the republic of uzbekistan course paper



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Innovations kurs ishi ABDIKADIROVA DILFUZA 3.03

4.10. Stealth Assessment
The automatic data collection that goes on in the background when students work with rich digital environments can be applied to unobtrusive, ‘stealth’, assessment of their learning processes.Stealth assessment borrows techniques from online role-playing games such as World of Warcraft, in which the system continually collects data about players’ actions, making inferences about their goals and strategies in order to present appropriate new challenges. This idea of embedding assessment into a simulated learning environment is now being extended to schools, in topics such as science and history, as well as to adult education. The claim is that stealth assessment can test hard-to-measure aspects of learning such as perseverance, creativity, and strategic thinking. It can also collect information about students’ learning states and processes without asking them to stop and take an examination. In principle, stealth assessment techniques could provide teachers with continual data on how each learner is progressing.
A short example of stealth assessment Physics Playground is the name of a computer-based game with two-dimensional physics simulations for gravity, mass, potential and kinetic energy, transfer of momentum, and so on. The goal of all 75 levels in the game is to guide a green ball over to hit a red balloon. Everything in the game obeys the basic rules of physics. Using the mouse, players draw coloured objects on the screen, which ‘come to life’ when drawn. These objects apply Newtonian mechanics to get the ball to balloon and they include simple machines such as levers, ramps, pendulums and springboards. Three stealth assessments are coded deeply into the game: measuring creativity, conscientiousness, and qualitative physics understanding. Competency and evidence models were created for each of the constructs. This entailed, per construct, about a 10- to 12-month literature review, then structuring the main competency variables into a model. Evidence was defined as the things a person did in the game that would provide information about particular competency variables. Task models provided a blueprint for creating all of the levels in the game. Levels increased in difficulty across the seven different playgrounds, and each level focused on eliciting evidence related to particular aspects of Newton’s laws of motion. For instance, conscientiousness was modelled with four main facets: persistence, perfectionism, organisation, and carefulness. For the persistence facet, we defined a set of observables (behaviours in the game providing relevant evidence) that included the following: time spent on unsolved levels, number of restarts of a level, and number of revisits to unsolved levels. The game automatically tallies this information in log files that are then analysed by the stealth assessment machinery. The difference between answering self-report questions about persistence (for example, ‘I always try my hardest’) and actually exerting substantial effort when trying to solve a hard problem in the game is a clear example of the expression: Actions speak louder than words. And they do.[17.606]


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