Abstract
The Millennial generation has grown up using computers as an essential part of their daily activities. Educators have successfully adapted formative assessments by incorporating Internet resources, gamification and pervasive technology to meet the needs of these students. However, summative assessments have changed very little. Point Barter is an online testing system that incorporates game-like features to equitably assist students in answering test questions. It allows students to dynamically trade test points for hints about the correct answer. This paper presents the results of a study that evaluated Point Barter with two sections of the same course. One section used Point Barter throughout a semester while the other used the standard testing system. Upon completion of the course, all participants took a standardized cumulative final exam. The experimental group scored significantly higher than the control group, indicating that using Point Barter throughout the semester may have led to increased learning.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Smola, K.W., Sutton, C.D.: Generational differences: revisiting generational work values for the new millennium. J. Organ. Behav. 23, 363–382 (2002)
Blackburn, K., LeFebvre, L., Richardson, E.: Technological task interruptions in the classroom. Florida Commun. J. 41(2), 107–116 (2013)
Mull, B.: Flipped learning: a response to five common criticisms. November Learning. http://novemberlearning.com/resources/articles/flippedlearning-a-response-to-five-common-criticismsarticle (March 29, 2012)
Apostol, S., Zaharescu, L., Alexe, I.: Gamification of learning and educational games. Elearning Softw. Educ. 2, 67–72 (2013). doi:10.12753/2066-026X-13-118
Enfield, J.: Looking at the impact of the flipped classroom model of instruction on undergraduate multimedia students at CSUN. Techtrends: Linking Research & Practice To Improve. Learning 57(6), 14–27 (2013). doi:10.1007/s11528-013-0698-1
Strayer, J.: How learning in an inverted classroom influences cooperation, innovation and task orientation. Learning Environ. Res. 15(2), 171–193 (2012). doi:10.1007/s10984-012-9108-4
Harris, T.L., Hodges, R.E., International Reading Association.: The literacy dictionary: The vocabulary of reading and writing. International Reading Association, Newark, Del (1995)
Rawson, K.A., Dunlosky, J.: When is practice testing most effective for improving the durability and efficiency of student learning? Educ. Psychol. Rev. 24, 419–435 (2012)
Schnepp, J.: US Patent No. 61,862,126. U.S. Patent and Trademark Office, Washington, DC (2013)
Rogers, C., Schnepp, J.: Students perceptions of an alternative testing method: hints as an option for exam questions. Manuscript submitted for publication (2014)
Gorman, P., Nelson, T., Glassman, A.: The millennial generation: a strategic opportunity. Org. Anal. 12(3), 255–270 (2004)
Howe, N., Strauss, W.: Millennials go to College: Strategies for a New Generation on Campus: Recruiting and Admissions, Campus Life, and the Classroom. AACRAO, Washington (2003)
Tapscott, D.: Growing up Digital: The Rise of the Net Generation. McGraw-Hill, New York (1998)
Pew research internet project. Internet user demographic. http://www.pewinternet.org/data-trend/internet-use/latest-stats/ (2014)
Sweeney, R.: Millennial behaviors and demographics. New Jersey Institute of Technology, Newark 12(3), (2006)
Gros, B.: Digital games in education: the design of games-based learning environments. J. Res. Technol. Educ. 40(1) (2007)
Prensky, M.: Digital Game Based Learning. McGraw Hill Press, New York (2001)
Beck, J.C.: Got Game: How the Gamer Generation is Reshaping Business Forever. Harvard Business Press (2004)
Squire, K.: Game-based learning: present and future state of the field. University of Wisconsin-Madison Press, Madison (2005)
Kumar, R., Sarukesi, K., Uma, G.V.: OAMS—a game based online formative knowledge assessment system using concept map. J. Theor. Appl. Inf. Technol. 53(1), 150–156 (2013)
Wang, T.-H.: Web-based quiz-game-like formative assessment: development and evaluation. Comput. Educ. 51(3), 1247–1263 (2008). doi:10.1016/j.compedu.2007.11.011
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2015 Springer International Publishing Switzerland
About this paper
Cite this paper
Schnepp, J., Rogers, C. (2015). Just Give Me a Hint! An Alternative Testing Approach for Simultaneous Assessment and Learning. In: L. Uskov, V., Howlett, R., Jain, L. (eds) Smart Education and Smart e-Learning. Smart Innovation, Systems and Technologies, vol 41. Springer, Cham. https://doi.org/10.1007/978-3-319-19875-0_13
Download citation
DOI: https://doi.org/10.1007/978-3-319-19875-0_13
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-19874-3
Online ISBN: 978-3-319-19875-0
eBook Packages: EngineeringEngineering (R0)