eBook Cases on the Assessment of Scenario and Game-Based Virtual Worlds in Higher Education, 1st Edition

  • Shannon Kennedy-Clark
  • Published By:
  • ISBN-10: 1466644710
  • ISBN-13: 9781466644717
  • DDC: 378.1
  • Grade Level Range: College Freshman - College Senior
  • 342 Pages | eBook
  • Original Copyright 2014 | Published/Released August 2014
  • This publication's content originally published in print form: 2014
  • Price:  Sign in for price



The ever-growing creation of new internet technologies has lead to a growing trend and use of scenario-based virtual environments and serious games in education. Along with these new technologies, there is an increasing interest in how students can be effectively assessed when using these virtual environments. Cases on the Assessment of Scenario and Game-Based Virtual Worlds in Higher Education is a comprehensive collection that provides aspects of assessment in virtual worlds combined with lessons learned from critical reflection. These case studies present successes, challenges, and innovations to be utilized as a framework for practitioners and researchers to base their own effective forms of scenario-based learning. This publication would be of particular interest to practice-based disciplines such as education, nursing, medicine, and social work.

Table of Contents

Front Cover.
Title Page.
Copyright Page.
Advances in Game-Based Learning (AGBL) Book Series.
Titles in this Series.
List of Reviewers.
Table of Contents.
Detailed Table of Contents.
1: Case Studies.
2: Factors Shaping Assessment Design in the Virtual Environment: A Case Study of Midwifery.
3: Critical Response: Sustainability of Virtual Worlds in Education: A Review of Assessment through Midwifery Programs.
4: Second Life for Assessing Postgraduate Learning: Student Perspectives.
5: Critical Response: Reflections on the Use of Second Life to Facilitate Authentic Learning Experiences.
6: Assessing Spatial Design in Virtual Environments.
7: Critical Response: Functional Creativity: Assessing Creative Design in Virtual Spaces.
8: Methodologies.
9: Piloting Online Submission and Online Assessment with GradeMark.
10: Critical Response: Questioning the Pedagogy of Technology-Assisted Assessment (TAL).
11: Methods for Assessing 3D Virtual Worlds in Design Education.
12: Critical Response: Beyond Encouraging the Development of Design Innovation.
13: Identifying Group Processes and Affect in Learners: A Holistic Approach to Assessment in Virtual Worlds in Higher Education.
14: Critical Response: 21st Century Skills: Perspectives and Diversity.
15: Using Discourse Analysis to Assess Student Problem-Solving in a Virtual World.
16: Critical Response: Using Epistemic Game Theory to Analyse the Effectiveness of Wikis and Digital Stories in a Tertiary Education Setting.
Related References.
Compilation of References.
About the Contributors.