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Evaluation of Learning Outcomes and PowerPlayer Game
Sustainable Entrepreneurship – A Game-Based Exploration for Lower Secondary Schools – SUSEN WORKSHOPS FOR TEACHERS Evaluation of Learning Outcomes and PowerPlayer Game This project has been funded with support from the European Commission. This communication reflects the views only of the author, and the Commission cannot be held responsible for any use which may be made of the information contained therein.
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Evaluation of PowerPlayer game
Sustainable Entrepreneurship – A Game-Based Exploration for Lower Secondary Schools – SUSEN Evaluation of PowerPlayer game The use of the game PowerPlayer is a method of working with students, which belongs to activating methods of education, which are didactic games. Games used in the process of teaching - learning force participants to make sequential decisions in subsequent rounds and help make players a deeper reflection on the discussed issues. This form of teaching not only provides learners with the knowledge, but also develops their attitudes and skills, such as the ability for teamwork, decision-making skills and analytical skills (Gaweł, Pietrzykowski 2014; Gaweł 2014). To achieve the desired teaching and educational results, the use of the game in school practice should undergo didactic measurement and evaluation.
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Didacitic measurement and evaluation
Sustainable Entrepreneurship – A Game-Based Exploration for Lower Secondary Schools – SUSEN Didacitic measurement and evaluation checking learner’s school achievements student in relation to the curriculum (objectives of the curriculum) comparing the knowledge and skills achieved by the learners with those planned to learn Didactic measurement the systematic study of the value or characteristics of a particular program, action or object from the point of view of adopted criteria in order to improve their development and better understanding. Evaluation is a study always intended to attain the goal (Korporowicz, 1997) the process of gathering information and their interpretation in order to make decisions; (Disciplined evaluation) (Komorowska, 1995) Evaluation
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How to perform didactic measurement?
Sustainable Entrepreneurship – A Game-Based Exploration for Lower Secondary Schools – SUSEN How to perform didactic measurement? The didactic measurement of educational outcomes of PowerPlayer game involves comparison of the educational goals selected from the core curriculum, or independently established by the teacher to achieve in the game, with the knowledge and skills that have actually been acquired during the game. The most common way to check the achievement of learning outcomes are testing of school achievements.
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Types of tests of school achievements
Sustainable Entrepreneurship – A Game-Based Exploration for Lower Secondary Schools – SUSEN Types of tests of school achievements To check the learning outcomes of PowerPlayer game you can use different types of tests: They may be oral, written or practical tests (division due to the learner’s actions) They may be (due to reference for the educational goals): regular checking tests tests of necessary achievement (investigating whether the learners have gained minimum level of knowledge and skills established by the teacher) differentiating tests (including deliberately chosen tasks to show the differences in the degree of capturing the material by the learners and selection of the best students)
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What about the possibilities?
Sustainable Entrepreneurship – A Game-Based Exploration for Lower Secondary Schools – SUSEN What about the possibilities? Types of testing Type Form Subtype Open tasks short answer single answer, counting filling the gaps filling the gaps, making corrections extended answer essay Closed tasks multiple choice one or more true/false answers best answer true-false alternative choice scaled choice matching putting in order, classification
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Exercise 5.1. Exercise 5.1. (worksheet)
Sustainable Entrepreneurship – A Game-Based Exploration for Lower Secondary Schools – SUSEN Exercise 5.1. Exercise 5.1. (worksheet) Back to the list of learning aims and outcomes from the core curriculum (or other basic documents indicating the framework of education) of a taught subject, prepared within the task 4.1. Choose three learning aims or outcomes and prepare a sample test or task for each of them that checks the level of achievement of the learners.
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Sustainable Entrepreneurship – A Game-Based Exploration for Lower Secondary Schools – SUSEN
Raising the level of attainment of learning outcomes by learners while playing PowerPlay game is possible only when evaluation is carried out among learners and teachers. The educational value but also the organization of activities with the use of the game, its attractiveness, the way of playing the game by the teacher, and the attitude of learners towards the active learning methods, may influence achieved learning outcomes. Evaluation leads to gaining feedback from the game users, so that in the future you can improve the quality of education with its use.
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Exercise 5.2 Exercise 5.2 (worksheet)
Sustainable Entrepreneurship – A Game-Based Exploration for Lower Secondary Schools – SUSEN Exercise 5.2 Exercise 5.2 (worksheet) Even the simplest feedback from the learners can improve the quality of our teaching activities. To receive feedback you can create your own questionnaire. Formulate 5-7 sentences (statements) that you will put in the following learner’s evaluation sheet. Select such statements that will allow to get the most information.
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Thank you for your attention!
Sustainable Entrepreneurship – A Game-Based Exploration for Lower Secondary Schools – SUSEN Thank you for your attention!
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Szaran T. (2000), Pomiar dydaktyczny, WSiP, Warszawa.
Sustainable Entrepreneurship – A Game-Based Exploration for Lower Secondary Schools – SUSEN References Gaweł A., Pietrzykowski M. (2014). The Strategic Management Virtual Game Method in Business Education, Wydawnictwo IUSatTAX, Warszawa. Gaweł, A. (2014). Gry strategiczne w edukacji przedsiębiorczej, Horyzonty Wychowania, 13 (26), Komorowska H., (1995). Konstrukcja, realizacja i ewaluacja programu nauczania. IBE, Warszawa Korporowicz L., (1997, ed.), Ewaluacja w edukacji, Oficyna Naukowa, Warszawa. Szaran T. (2000), Pomiar dydaktyczny, WSiP, Warszawa.
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