Game-Based Language Learning Research

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Questions and Answers

What is the primary focus of most research on Computer-Assisted Language Learning (CALL) games?

  • Exploring design issues (correct)
  • Assessing cost-related challenges
  • Evaluating teacher training effectiveness
  • Understanding learner outcomes

What factor is highlighted as crucial when designing language learning games according to Cornillie, Clarebout, and Desmet?

  • Consideration of learners' perceptions (correct)
  • Player engagement strategies
  • Learner feedback on game mechanics
  • Integration of complex storytelling

What is one reason many ESL teachers do not use music-based language teaching methods?

  • Limited music selection available
  • Insufficient student interest
  • Preference for traditional methods
  • Cost and lack of training (correct)

Which method utilizes familiar songs to aid in teaching English effectively?

<p>The Audio-Singual Method (C)</p> Signup and view all the answers

What distinguishes low stakes tests from high stakes tests?

<p>Low stakes tests have no consequences for test-takers (B)</p> Signup and view all the answers

What key concern is raised regarding automated scoring in assessments?

<p>Representation of the construct being measured (A)</p> Signup and view all the answers

Which of the following is a way music-based language teaching methods can be structured?

<p>By integrating songs as supplemental material (A)</p> Signup and view all the answers

In the context of Computer-Assisted Language Learning (CALL), what does DGBLL stand for?

<p>Development of Game-Based Language Learning (B)</p> Signup and view all the answers

What is one key advantage of developing a language test in a digital environment?

<p>It allows for automated sharing and approval of test items. (A)</p> Signup and view all the answers

Which factor can impact score interpretations in high-stakes testing when incorporating technology?

<p>The format of the test (computer vs. paper). (C)</p> Signup and view all the answers

What type of tests select questions based on the test-taker's ability level?

<p>Computer-adaptive tests (A)</p> Signup and view all the answers

In high-stakes tests, why are item types typically fixed?

<p>To maintain consistent score interpretation. (B)</p> Signup and view all the answers

What is a potential bias introduced in computer-administered tests?

<p>Variations in computer skills among test-takers. (A)</p> Signup and view all the answers

Why are few high-stakes language assessments currently using computer-adaptive procedures?

<p>Test developers prefer complete control over item selection. (D)</p> Signup and view all the answers

What may occur if test-takers are allowed to choose the difficulty of questions?

<p>They tend to score higher, introducing bias. (D)</p> Signup and view all the answers

What is one aspect that contributes to ensuring test reliability and validity in a digital testing environment?

<p>The organization of evidence collection. (D)</p> Signup and view all the answers

What factor significantly motivates test-takers during high-stakes testing?

<p>High motivation to cheat (B)</p> Signup and view all the answers

Which of the following is NOT a form of cheating commonly identified in assessments?

<p>Studying prior to the test (D)</p> Signup and view all the answers

What is a key dimension of cheating that differentiates methods?

<p>Individual vs. collaborative cheating (B)</p> Signup and view all the answers

Which prevention measure helps validate a test-taker's identity?

<p>Biometric identification (A)</p> Signup and view all the answers

How can technology aid in both cheating and prevention?

<p>Through the use of electronic monitoring equipment (D)</p> Signup and view all the answers

What is a critical factor in maintaining the integrity of test scores?

<p>Proper test security measures (C)</p> Signup and view all the answers

Which of the following technologies is NOT commonly associated with preventing cheating?

<p>Artificial intelligence scouring study notes (C)</p> Signup and view all the answers

What does large-scale testing typically involve?

<p>Exposing items to many test-takers at least once (C)</p> Signup and view all the answers

What is a major challenge of implementing computer-adaptive tests?

<p>The requirement for items to be pre-tested with large samples (A)</p> Signup and view all the answers

How does technology contribute to rater training and scoring?

<p>It allows for monitoring the quality of scoring (B)</p> Signup and view all the answers

What impact do self-adaptive tests have on score reliability?

<p>They may lead to inaccurate scores for capable test-takers (B)</p> Signup and view all the answers

What can limit the validity of automated scoring?

<p>Narrow scope of assessment (A)</p> Signup and view all the answers

What is an important aspect of rater calibration?

<p>Raters score sample performances and get feedback (A)</p> Signup and view all the answers

Why is a large item bank necessary for computer-adaptive tests?

<p>To cover various ability levels and ensure adequate items for frequent testing (A)</p> Signup and view all the answers

What factor influenced users' trust in scoring from the TOEFL Practice Online test?

<p>Scores from a combination of automated and human raters (C)</p> Signup and view all the answers

What do stakeholders perceive as a risk when relying solely on automated scoring?

<p>A tendency for users to manipulate the scoring system (B)</p> Signup and view all the answers

Flashcards

Game

Involves players engaging in a structured, artificial conflict with defined rules, leading to a measurable outcome.

Game-based Language Learning (GBLL)

A type of computer-assisted language learning that utilizes game mechanics to enhance language acquisition.

Developing Game-based Language Learning (DGBLL)

The process of creating and designing game-based language learning materials and experiences.

Corrective Feedback

Feedback provided to learners during language learning activities, helping them identify and correct errors.

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Low Stakes Tests

Tests with minimal consequences for the test-taker.

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High Stakes Tests

Tests with substantial consequences for the test-taker, potentially affecting life-altering decisions.

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Automated Scoring

The process of automatically assessing and evaluating language skills using technology.

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Test Validity

The extent to which a test accurately measures the intended language skills or abilities.

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Computer-Adaptive Testing (CAT)

A computer adapts the difficulty of test items based on the test-taker's performance. Items become harder or easier as the test-taker answers correctly or incorrectly.

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Rater Calibration

The process of ensuring raters are consistent in their scoring. This involves raters scoring sample performances and receiving feedback to adjust their scoring criteria.

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Technology's Role in Rater Monitoring

Using technology to monitor the quality of rater scoring. This helps detect and address scoring inconsistencies and identify potential bias.

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Immediate Feedback

Feedback provided to raters during assessment tasks, comparing their scores to benchmarks and highlighting areas where improvements are needed.

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Test Reliability

The extent to which a test is consistent in its results across different administrations. Reliability ensures that a test gives similar scores under similar conditions.

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Stakeholder Acceptance

The acceptance and perception of automated scoring by stakeholders, including test-takers, educators, and institutions. This is crucial for ensuring the legitimacy and trust in automated scoring systems.

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Digital Testing Environment

A digital testing environment allows for efficient test development, administration, and analysis, using automated systems to track progress, manage item reviews, and ensure quality control. It fosters consistency and fairness in assessments by providing a controlled setting and collecting relevant evidence to support test validity and reliability.

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Standardized Testing Environment

Computer-based tests offer a standardized environment for language assessment, compared to traditional methods, especially when incorporating multimedia like audio and video. This standardized approach ensures that all test-takers encounter similar testing conditions.

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Computer-Adaptive Testing

Computer-adaptive tests dynamically customize the difficulty of questions based on the test-taker's performance, providing a more efficient and personalized assessment experience. This approach ensures that questions are appropriately challenging, neither too easy nor too difficult.

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Computer Proficiency Bias

Computer-administered tests assume proficiency in using computers, potentially leading to bias if test-takers have varying levels of computer skills. Tests should be designed to minimize this bias, ensuring all test-takers have a fair chance.

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Mobile Device Impact

The use of mobile devices for high-stakes assessments might lead to inconsistent performance due to device variations, potential distractions, and varying levels of comfort with using mobile devices. It is crucial to consider these factors when designing and administering assessments.

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Adaptive Testing Variations

Varying item types or the number of items in a computer-adaptive test can enhance its adaptability, but maintaining consistent score interpretation requires careful consideration. This balancing act ensures that the test remains fair and reliable despite changes in its structure.

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Examiner-Adaptive Methods

High-stakes language assessments typically rely on examiner-adaptive methods rather than computer-adaptive ones, primarily due to concerns about bias and potential confusion for test-takers. Examiners can provide individualized feedback and adjust the level of difficulty based on real-time observations.

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Test-Taker Control Bias

Giving test-takers complete control over the difficulty of questions they choose might lead to biased scores as they tend to select easier questions, potentially inflating their perceived ability. Maintaining test control with structured questions ensures a more accurate and reliable assessment.

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Test Security

Measures taken to prevent cheating and ensure the integrity of test scores.

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Cheating

Any action taken by a test-taker to gain an unfair advantage during an assessment.

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High-Tech Cheating

Using technology to cheat on an exam, such as recording test questions or using a smartphone to access answers.

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Low-Tech Cheating

Traditional methods of cheating like copying from a neighbor or using notes.

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Cheating Prevention

Methods used to stop cheating on tests, such as monitoring students during exams or using technology to detect cheating.

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Item Bank

The process of creating, maintaining, and securing a collection of test items.

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Study Notes

Game Definition

  • A game is a system where players engage in an artificial conflict, defined by rules, resulting in a quantifiable outcome.

Computer-Assisted Language Learning (CALL)

  • Publications on CALL have significantly increased in the past decade.
  • This growth should be considered compared to the overall CALL publications during the same period for a better understanding.
  • Most CALL game research focuses on design issues.
  • Developing game-based language learning (DGBLL) is costly and the interest in traditional tutorial CALL has decreased.
  • Design focus suggests potential for integrating tutorial CALL tools into gaming environments.
  • Learner perceptions, particularly regarding corrective feedback, are vital in language learning game design.
  • Immersive role-playing games are generally positively viewed by learners regarding feedback.

Music-Based Language Teaching

  • Music is an effective language learning tool across all levels.
  • Methods include lesson planning, teaching grammar/vocabulary, or entire courses based on music.
  • Many ESL teachers don't utilize music due to cost and lack of training, despite 72% expressing interest in music-based strategies.
  • Music-based methods are now adapted for older learners, having initially focused on children.
  • The Audio-Singual Method, using familiar tunes, aids in teaching English by creating a sense of recognition which helps overcome learners' fear and resistance.
  • Music and songs are considered more effective, faster, and easier for recall than traditional drills.

Language Tests: Low Stakes & High Stakes

  • Low stakes: Tests with limited impact on stakeholders, having insignificant or indirect consequences.
  • High stakes: Tests directly influencing major decisions in the test-taker's life or causing extremely costly remedies if errors are made.
  • Automated scoring: Raises concerns about test validity as it may not fully represent the construct being measured due to inherent limitations.
  • Digital environments support sharing test items for review and adding approved items, with built-in quality checks to prevent mistakes and maintain consistency.
  • A well-organized digital system collects evidence to verify test reliability and validity, including item reviews, qualifications, and feedback on items, resulting in consistent and fair scores.
  • Computer-based tests offer a standardized environment, particularly when utilizing multimedia like audio and video.

Computer-Adaptive Tests

  • Computer-adaptive tests utilize preexisting, pre-tested items with known characteristics to choose questions matching the test-taker's ability level efficiency.
  • Adaptivity involves varying item types or numbers of items with same or different difficulty levels for high-stakes tests, which maintains consistent score interpretations.
  • Adaptivity can be controlled by either the test developer (based on performance) or the test-taker (choosing items/constructs).

High Stakes Language Tests

  • High-stakes language tests commonly provide control to test developers for several reasons, such as test confusion arising from allowing test-takers to control the test difficulty, leading to potentially biased results.
  • Self-adaptive testing may produce inaccurate scores with capable learners scoring too low, and less capable learners scoring too high. Results vary.
  • Self-adaptive tests are less reliable and have a moderate effect on reducing test anxiety.
  • Computer-adaptive procedures still may not be suitable for high-stakes language tests, even when test developers maintain control.
  • Computer-adaptive testing requires large, pre-tested item banks with item parameters estimated using large samples.

Technology in Language Assessment

  • Technology can improve rater training and scoring through rater calibration.
  • Raters score sample performances and receive feedback to ensure consistent scoring, avoiding bias.
  • Test developers can use technology to monitor rating quality by comparing scores with benchmarks, aiding rater training when scores are significantly different than expected.
  • Automated scoring may limit the scope of being assessed, potentially weakening the validity.
  • Validity factors include various sources like expert human raters' ratings, scoring across various groups and comparison of methods, along with the ability of automated systems in identifying score manipulations.
  • Stakeholder acceptance and perceptions are crucial in the implementation of automated scoring. A study demonstrated that combined automated and human scoring methods are often more trusted by test takers than automated scoring alone.
  • Technology enables "gaming" the system which is why proper test security is essential, particularly for high-stakes tests.

Preventing Cheating

  • High-stakes tests often face strong cheating motivations from test-takers, thus test security is emphasized.
  • Test score interpretation and validity are weakened by inadequate security.
  • Efforts need to be put into preventing cheating and protecting test materials to maintain score integrity.
  • Cheating involves receiving or sharing information, utilizing unauthorized materials and bypassing the test procedures completely.
  • Examples of how people can cheat include paying for illegally obtained tests, using technology to get help during the test, or hiring someone to impersonate the test-taker.
  • Cheating can be high-tech (using technology) or low-tech (individual or collaborative cheating).
  • Technological methods used for cheating include using small electronic devices to capture information or collaborating using the internet across wide geographic areas.
  • Technology can also be used to prevent cheating via measures like identity validation (photos, facial recognition, multiple forms of biometric ID), on-site monitoring (video/audio recordings, digital filtering), and the development of large-scale testing programs and item banks, though exposure still makes items vulnerable to hacking.

Other Considerations

  • Unexpected high scores at particular test centers can signal coordinated cheating.
  • Consumer-oriented VR devices, like Oculus Rift, can enable fully immersive virtual environments accessible for authentic and interactive test creation.
  • Multimodal tasks, requiring test-takers to read texts and listen to speakers as well as responding in writing or speech are increasingly used.
  • Language ability is argued to stem from interaction between language and technology, whereby "reading ability" could now encompass gathering information from online and traditional resources in expanded definitions.

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