| dc.contributor.author | Palomo Duarte, Manuel | |
| dc.contributor.author | Berns, Anke | |
| dc.contributor.author | Balderas Alberico, Antonio | |
| dc.contributor.author | Dodero Beardo, Juan Manuel | |
| dc.contributor.author | Camacho, David | |
| dc.contributor.other | Filología Francesa e Inglesa | es_ES |
| dc.contributor.other | Ingeniería Informática | es_ES |
| dc.date.accessioned | 2021-02-10T07:59:15Z | |
| dc.date.available | 2021-02-10T07:59:15Z | |
| dc.date.issued | 2021-01 | |
| dc.identifier.issn | 2071-1050 | |
| dc.identifier.uri | http://hdl.handle.net/10498/24463 | |
| dc.description.abstract | Virtual Worlds (VWs) are popular tools for teaching/learning in the twenty-first century classroom. The challenge remains however, to provide the means by which teachers could sustainably analyse and assess the performance of large groups of students in such environments. Unfortunately, external game features such as game scores and play duration have turned out to be unfair in some assessments. In this context, a case study was carried out in a foreign language course, illustrating how teachers could easily retrieve a number of performance indicators from VW-interaction logs and harness them to conduct a fine-grained analysis of students' performance, while facilitating at the same time valuable tools for their assessment. Objective performance indicators in a server database were made accessible using an end-user development programming language. This way, a range of data visualisation methods could be employed to contrast different assumptions regarding learner performance when playing a VW-based game, which was designed to help CEFR A1 level students to learn German. This way, factors such as randomisation of game tasks, which could negatively affect learner performance, were alleviated. | es_ES |
| dc.format | application/pdf | es_ES |
| dc.language.iso | eng | es_ES |
| dc.publisher | MDPI | es_ES |
| dc.rights | Atribución 4.0 Internacional | * |
| dc.rights.uri | http://creativecommons.org/licenses/by/4.0/ | * |
| dc.source | Sustainability 2021, 13(1), 244 | es_ES |
| dc.subject | virtual worlds | es_ES |
| dc.subject | VW-based games | es_ES |
| dc.subject | end-user development | es_ES |
| dc.subject | programming language | es_ES |
| dc.subject | interaction logs | es_ES |
| dc.subject | assessment | es_ES |
| dc.subject | language learning | es_ES |
| dc.title | Evidence-Based Assessment of Student Performance in Virtual Worlds | es_ES |
| dc.type | journal article | es_ES |
| dc.rights.accessRights | open access | es_ES |
| dc.identifier.doi | 10.3390/su13010244 | |
| dc.relation.projectID | info:eu-repo/grantAgreement/AEI/Plan Estatal de Investigación Científica y Técnica y de Innovación 2013-2016/TIN2017-85797-R/ES/AUTORIA VISUAL Y EVALUACION EN ENTORNOS DE APRENDIZAJE INTERACTIVOS BASADOS EN JUEGOS/ | es_Es |
| dc.relation.projectID | info:eu-repo/grantAgreement/AEI/Plan Estatal de Investigación Científica y Técnica y de Innovación 2013-2016/TIN2017-85727-C4-3-P/ES/NUEVOS MODELOS DE COMPUTO BIOINSPIRADO PARA ENTORNOS MASIVAMENTE COMPLEJOS/ | es_Es |