Game-Based Language Learning Research
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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</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</p> Signup and view all the answers

    What key concern is raised regarding automated scoring in assessments?

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

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

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

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

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

    What is a key dimension of cheating that differentiates methods?

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

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

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

    How can technology aid in both cheating and prevention?

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

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

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

    What does large-scale testing typically involve?

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

    What can limit the validity of automated scoring?

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

    What is an important aspect of rater calibration?

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

    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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    Description

    Explore the emerging trends in game-based language learning and the role of music in language teaching. This quiz delves into the definitions of games, the growth of computer-assisted language learning, and the importance of design and feedback in educational games. Test your knowledge on how these elements influence language acquisition.

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