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The future of assessment
The student of the future
Digital native
Remote self-directed learner
Integrated with technology
Cybernetic enhancements
Biometrically monitored
Gamified
Uses augmented and virtual reality
The student of the future
GamificationGreen, C.S. & Bavelier, D (2003). Action video game modifies visual selective attention. Nature. 423: 534–537. (GTA3, Half-Life, MoH:AA, Tetris)
Greater attentional capacity and can perform tasks when non players have run out of their visual attention resources, apprehension of objects within foveal cone and peripheral vision
Speculate faster target selection, or stabilisation of information being processed
Ten days of training was enough to demonstrate increased attentional capacity, spatial awareness and temporal processing of this type of information
Boot, W.R., Kramer, A.F., Simons, D.J., Fabiani, M., Gratton, G. (2008) The effects of video game playing on attention, memory, and executive control. Acta Psychol. 129: 387–398.
Tracking objects moving at greater speeds, increased accuracy in visual short term memory tests, switching between tasks more quickly, and making decisions in a task using rotated objects
Laproscopy - Faster completion, fewer errorsRosser, J.C. Jr, Lynch, P.J., Cuddihy, L., Gentile, D.A., Klonsky, J., & Merrell, R. (2007) The impact of video games on training surgeons in the 21st century. Arch Surg. 142: 181–186.
6 studies that discuss commercially available games where clinical learning has been incidental. Games shown to improve psychomotor skills
Wide range of game formats, such as sport and shooting simulations, action games and adventure games.
Graafland, M., Schraagen, J.M.C., & Schijven, M.P. (2012). Systematic review of serious games for medical education and surgical skills training. British Journal of Surgery. 99, 1322-1330. (Incidental clinical learning)
Clearly not what these games were designed for – non-serious
The future of assessment
Gamification of assessment?
The effect of “points” on mathematics test performance was examined.
For adults, response accuracy was not affected, but speed of responses increased.
For middle grade students, similar results were obtained for accuracy and speed.
Middle grade students liked the test more with points, but only in the first session.
Attali & Arieli- Attali (2015) Gamification in assessment: Do points affect test performance? Computers & Education, 83, 57-63
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The future of assessment
Private sector recruitment & HR psychometrics could be the start
“Gamification in companies is becoming so popular that, according Gartner research covered in a Harvard Business Review blog post, elements of gaming will be used in 25% of redesigned business processes by 2015, and 70% of Global 2000 businesses expected to manage at least one gamified application or system in 2014”
https://www.cebglobal.com/blogs/gamification-in-recruiting-trends-and-best-practices/
The student of the future
Augmented Reality
The student of the future
Virtual reality
The future of assessment
Increased role of technology in all walks of life
Incidental assessment
Cybernetic and Biocomputing – Always linked
Intelligent computing – auto assessment
Simulation – serious and non-serious
How many drops is this for you, Lieutenant?
Thirty eight... simulated.
How many *combat* drops?
Uh, two. Including this one.
Conclusions
How many years until we are viewed as relics?
We are already limited by our technology
..and our capability to use it
Advances often come unexpectedly
Cost, expertise and time are critical
Thank you