题名

數位時代的遊戲導向評量

并列篇名

Game-based Assessment in the Digital Age

DOI

10.6530/YYN.202307_17(2).0004

作者

謝佩蓉(Pei-Jung Hsieh)

关键词

遊戲導向評量 ; 高層次思考 ; 素養 ; game-based assessment ; higher-order thinking ; competency

期刊名称

源遠護理

卷期/出版年月

17卷2期(2023 / 07 / 01)

页次

22 - 27

内容语文

繁體中文;英文

中文摘要

十年前護理界已看重素養導向評量,呼籲國家考試能摒棄記憶、背誦試題,轉而評量準護理師高層次的認知能力。遊戲導向評量乃結合數位科技,透過設計過的遊戲評量複雜的技能,像是問題解決與批判性思考。它能整合不同目的的評量,並使評量與課程和教學達成更好的一致性。遊戲導向和遊戲化不同,遊戲化主要目的在於提升參與度和學習動機,因而在學習過程中融入遊戲相關元素,而遊戲導向評量則在數位情境中設計真實情境,評估學習者高層次的認知與行為表現。本文透過文獻分析,從評量最新趨勢——遊戲導向評量的發展與應用現況,梳理護理教育評量革新的可能性,邁向護理教考用合一的願景。

英文摘要

Ten years ago, competency-based assessment had been highly-valued in nursing. The nursing specialists appealed for licensure examination should evaluate higher-order thinking skills instead of recall in memory items. A game-based assessment designs scenario by simulation technology to assess complex skills such as problem solving and critical thinking. It can integrate assessments of different purposes, and make curriculum, instruction and assessment better alignment. Game-based assessment is different to gamification. The main purpose of gamification n is to improve engagement and motivation through game-related elements embedded in the learning process. Otherwise, game-based assessment creates simulated reality in the digital context and assess learners’ higher-order thinking and behavior. By literature review, this article presents the newest trend of game-based assessment on innovation in nursing education. In the pathway for promoting student achievement, preparation for passing the certification exam, then working in the clinical unit, game-based assessment could be the key to success.

主题分类 醫藥衛生 > 預防保健與衛生學
醫藥衛生 > 社會醫學
参考文献
  1. Aiken, L. R.,Groth-Mamat, G.(2006).Psychological testing and assessment.Pearson.
  2. Buckley, J.,Colosimo, L.,Kantar, R.,McCall, M.,Snow, E.(2021).Game-based assessment for education.OECD digital education outlook 2021: Pushing the frontiers with artificial intelligence, blockchain and robots
  3. Dichev, C.,Dicheva, D.(2017).Gamifying education: What is known, what is believed and what remains uncertain: A critical review.International Journal of Educational Technology in Higher Education,14(9)
  4. Dreimane, S.(2021).Implementing quiz apps as game-based learning tools in higher education for the enhancement of learning motivation.Smart pedagogy of gamebased learning
  5. eAssessment Association (2020). e-Assessment Awards Winners Announcements 2020. https://www.youtube.com/watch?v=Wp9vX2UmC1s
  6. Federal Ministry of Education and Research (2019). ASCOT+. https://www.ascot-vet.net/ascot/en/home/home_node.html
  7. Gu, R.,Wang, J.,Zhang, Y.,Li, Q.,Wang, S.,Sun, T.,Wei, L.(2022).Effectiveness of a gamebased mobile application in educating nursing students on flushing and locking venous catheters with pre-filled saline syringes: A randomized controlled trial.Nurse Education in Practice,58,1-9.
  8. Ifenthaler, D.,Eseryel, D.,Ge, X.(2012).Assessment for game-based learning.Assessment in game-based learning
  9. International Labour Organization(2022).The digital transformation of apprenticeships: Emerging opportunities and barriers.International Labour Organization.
  10. Loh, C. S.(2012).Information trails: In-process assessment of game-based learning.Assessment in game-based learning
  11. Ministry of Education(2014).Curriculum Guidelines of 12 Year Basic Education: General guidelines.Author.
  12. Nebel, S.,Ninaus, M.(2019).New perspectives on game-based assessment with process data and physiological signals.Game-based assessment revisited
  13. OECD (2019). OECD future of education and skills 2030: OECD learning compass 2030. https://www.oecd.org/education/2030-project/contact/OECD_Learning_Compass_2030_Concept_Note_Series.pdf
  14. Scully, D.(2017).Constructing multiple-choice items to measure higher-order thinking.Practical Assessment, Research & Evaluation,22(4)
  15. Servant-Miklos, V. F. C.(2019).Fifty years on: A retrospective on the world’s first problem-based learning programme at McMaster University Medical School.Health Professions Education,5(1),3-12.
  16. Striković, A.,Wittmann, E.(2022).Collaborating across occupational boundaries: Towards a theoretical model.Vocations and Learning,15,183-208.
  17. Suh, D.,Kim, H.,Suh, E. E.,Kim, H.(2022).The effect of game-based clinical nursing skills mobile application on nursing students.CIN: Computers, Informatics, Nursing,40(11),769-778.
  18. Wittmann, E.,Weyland, U.,Seeber, S.,Warwas, J.,Striković, A.,Krebs, P.,Pohley, M.,Wilczek, L.(2022).Test sensitivity in assessing competencies in nursing education.Empirical Research in Vocational Education and Training,14(3)
  19. 考選部(2021)。擴大電腦化測驗,推動申論式試題線上作答。https://wwwc.moex.gov.tw/main/news/wfrmNews.aspx?kind=3&menu_id=42&news_id=4154
  20. 考選部(2022)。112年第一次專門職業及技術人員高等考試-營養師、護理師、社會工作師考試應考須知。https://wwwc.moex.gov.tw/main/exam/wFrmExamDetail.aspx?c=112030
  21. 李選,張婷(2012)。臺灣護理專業對教考用失衡議題之省思。護理雜誌,59(5),16-22。
  22. 蔡清華(編)(2018).課程協作與實踐第二輯.教育部協作中心.