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1.
Comput Educ ; 174: 104312, 2021 Dec.
Article in English | MEDLINE | ID: mdl-36569795

ABSTRACT

Creativity is one of the most essential skills for success in life in our dynamic, complex world. For instance, we are currently facing major problems with the COVID-19 pandemic, which requires creative thinking for solutions. To increase the pool of creative thinkers, we need tools that can assess and support people's creativity. With advances in technologies, as well as in computer and learning sciences, we can create such support tools. In this study, we investigated the effectiveness of a creativity-support system that we developed in the level editor of an educational game called Physics Playground. Our goal was to improve college students' creativity. Participants (n = 114) were randomly assigned to one of four conditions and instructed to create as many creative game levels as possible in about two hours. The four conditions included: (1) Inspirational - with supports that provided access to a website with example levels, a brainstorming tool, and a remote association activity; (2) Instructional - with supports that provided specific instructions to first design as many levels as possible, then pick four of the levels, and enhance them using a tool called SCAMPER; (3) Both - with both inspirational and instructional supports; and (4) No Support, which did not include any creativity supports. The major finding from this research was that the Both condition was significantly more effective than the other conditions in improving students' creativity measured by the creativity of the game levels created by the students. Implications of the findings, limitations, and future research are discussed.

2.
Measurement ( Mahwah N J) ; 12(1-2): 1-33, 2014.
Article in English | MEDLINE | ID: mdl-30344456

ABSTRACT

One of the key ideas of evidence-centered assessment design (ECD) is that task features can be deliberately manipulated to change the psychometric properties of items. ECD identifies a number of roles that task-feature variables can play, including determining the focus of evidence, guiding form creation, determining item difficulty and discrimination, characterizing proficiency, and producing task variants. Assessment developers can use these task features to manipulate the psychometric properties of both conventional assessment formats and complex tasks embedded in simulations and games. Simulations and games tasks present additional challenges: even defining what corresponds to an item can be difficult. Often task features are determined by game or simulation logic rather than psychometric design. Despite these difficulties, the roles for task features identified in ECD are useful for analyzing the psychometric properties of embedded assessments in simulations and games. This article compares a conventional test of mathematics-problem-solving ability using word problems to an assessment of conceptual physics, creativity, and conscientiousness embedded in the game Newton's Playground, describing how the task roles play out in each setting and how they can be used to manipulate the evidence provided by an assessment.

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