Skip to main content

Game-Based Assessment of 21st Century Skills: Communication and Creative Thinking in Foreign Language Education

  • Conference paper
  • First Online:
The World of Games: Technologies for Experimenting, Thinking, Learning (PCSF 2023)

Abstract

This paper aims at evaluating the instructional effect of game-based learning (GBL) for the assessment of creative and communication skills in the context of foreign language training. It analyzes theoretical perspectives on creative thinking, explores how the GBL can be employed to design creativity-supportive assessment, and suggests an assessment framework that could be employed to evaluate creative and communication skills within game-based instruction in a foreign language classroom. To investigate the instructional effect of the developed framework, the study adopted an explorative design based on qualitative methods of research and data analysis. The experimental work sought to analyze the instructional benefits and concerns of game-based assessment in communicative teaching and learning. It involved educators and students who assessed the validity, reliability, and practicality of the game-based assessment framework in a foreign language classroom. The findings reveal that educators, in general, consider game-based instruction motivating and beneficial for the cognitive activity of learners; however, there are several constraints that should be addressed in the development of language training courses. From students’ perspectives, the GBA is an interesting, engaging, and fair form of assessment; however, some students report having concerns attributed to the design of the GBA.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 169.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Hardcover Book
USD 219.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Plass, J.L., Homer, B.D., Kinzer, C.K.: Foundations of game-based learning. Educ. Psychol. 50, 258–283 (2015). https://doi.org/10.1080/00461520.2015.1122533

    Article  Google Scholar 

  2. Bhat, A.Z., Ahmed, I., Kameswari, L., Khan, M.S.: A Game Based Innovative teaching and learning environment to enhance progression and performance of students. SHS Web Conf. 156, 01001 (2023). https://doi.org/10.1051/shsconf/202315601001

    Article  Google Scholar 

  3. Cabrera-Solano, P.: Game-based learning in higher education: the pedagogical effect of genially games in english as a foreign language instruction. Int. J. Educ. Methodol. 8, 719–729 (2022). https://doi.org/10.12973/ijem.8.4.719

  4. Saleh, A., et al.: Supporting collaborative problem solving in a game-based learning environment. In: In Lund, K., Niccolai, G.P., Lavoué, E., Hmelo-Silver, C., Gweon, G., Baker, M. (eds.) A Wide Lens: Combining Embodied, Enactive, Extended, and Embedded Learning in Collaborative Settings, pp. 1029–1032. International Society of the Learning Sciences, Lyon, France (2019)

    Google Scholar 

  5. Cheng, C.-H., Su, C.-H.: A Game-based learning system for improving student’s learning effectiveness in system analysis course. Procedia Soc. Behav. Sci.Behav. Sci. 31, 669–675 (2012). https://doi.org/10.1016/j.sbspro.2011.12.122

    Article  Google Scholar 

  6. Jääskä, E., Lehtinen, J., Kujala, J., Kauppila, O.: Game-based learning and students’ motivation in project management education. Project Leadership Soc. 3, 100055 (2022). https://doi.org/10.1016/j.plas.2022.100055

    Article  Google Scholar 

  7. Teixeira, S., Barbosa, D., Araújo, C., Henriques, P.R.: Improving game-based learning experience through game appropriation. In: Communications in Computer and Information Science, pp. 1–10. Springer International Publishing, Vila do Conde, Porto, Portugal (2020). https://doi.org/10.4230/OASIcs.ICPEC.2020.27

  8. Arcagök, S.: The impact of game-based teaching practices in different curricula on academic achievement. Int. Online J. Educ. Teach. (IOJET) 8, 778–796 (2021)

    Google Scholar 

  9. Marklund, B.B., Taylor, A.-S.A.: Educational Games in Practice: The challenges involved in conducting a game-based curriculum. Electron. J. e-Learning 14, 122–135 (2016)

    Google Scholar 

  10. Mohd Arif, F.K., Zubir, N.Z., Mohamad, M., Md Yunus, M.: Benefits and challenges of using game-based formative assessment among undergraduate students. HSSR 7, 203–213 (2019). https://doi.org/10.18510/hssr.2019.7426

  11. Perotta, C., Featherstone, G., Aston, H., Houghton, E.: Game-based learning: latest evidence and future directions (NFER Research Programme: Innovation in Education). National Foundation for Educational Research (NFER), Slough, Berkshire (2013). https://www.nfer.ac.uk/publications/game01/game01.pdf

  12. Krath, J., SchĂĽrmann, L., Von Korflesch, H.F.O.: Revealing the theoretical basis of gamification: a systematic review and analysis of theory in research on gamification, serious games and game-based learning. Comput. Hum. Behav.. Hum. Behav. 125, 106963 (2021). https://doi.org/10.1016/j.chb.2021.106963

    Article  Google Scholar 

  13. Thornhill-Miller, B., et al.: Creativity, critical thinking, communication, and collaboration: assessment, certification, and promotion of 21st century skills for the future of work and education. J. Intell. 11, 54 (2023). https://doi.org/10.3390/jintelligence11030054

    Article  Google Scholar 

  14. OECD/CERI International Conference “Learning in the 21st Century: Research, Innovation and Policy: 21st Century Learning: Research, Innovation and Policy: Directions from recent OECD analyses. Centre for educational research and Innovation, Paris, France (2008). https://www.oecd.org/site/educeri21st/40554299.pdf

  15. Qian, M., Clark, K.R.: Game-based Learning and 21st century skills: a review of recent research. Comput. Hum. Behav.. Hum. Behav. 63, 50–58 (2016). https://doi.org/10.1016/j.chb.2016.05.023

    Article  Google Scholar 

  16. Joynes, C., Rossignoli, S., Amonoo-Kuofi, E.F.: 21st Century Skills: evidence of issues in definition, demand and delivery for development contexts (K4D Helpdesk Report). Institute of Development Studies, Brighton, UK (2019). https://assets.publishing.service.gov.uk/media/5d71187ce5274a097c07b985/21st_century.pdf

  17. Baran-Lucarz, M., Klimas, A.: Developing 21st century skills in a foreign language classroom: EFL student teachers’ beliefs and self-awareness. Acad. J. Modern Philol. 10, 23–28 (2020)

    Google Scholar 

  18. Aghazadeh, S.: Assessment of 21st Century Skills (NIE Working Paper Series No. 14), Singapore: National Institute of Education (2019). https://repository.nie.edu.sg/bitstream/10497/22420/1/niewp-14.pdf

  19. Long, H., Kerr, B.A., Emler, T.E., Birdnow, M.: A critical review of assessments of creativity in education. Rev. Res. Educ. 46, 288–323 (2022). https://doi.org/10.3102/0091732X221084326

    Article  Google Scholar 

  20. Lucas, B., Claxton, G., Spencer, E.: Progression in student creativity in school: first steps towards new forms of formative assessments. Contemp. Read. Law Soc. Justice 6, 81–121 (2014)

    Google Scholar 

  21. Yazar Soyadı, B.B.: Creative and critical thinking skills in problem-based learning environments. JGEDC 2, 71–71 (2015). https://doi.org/10.18200/JGEDC.2015214253

  22. OECD: PISA 2021 Creative thinking framework (Third Draft). OECD, Paris, France (2019). https://www.oecd.org/pisa/publications/PISA-2021-creative-thinking-framework.pdf

  23. Tang, M.: Creativity and innovation: basic concepts and approaches. In: Tang, M., Werner, C.H. (eds.) Handbook of the Management of Creativity and Innovation. Theory and Practice, pp. 3–32. World Scientific Publishing Co. Pte. Ltd. (2017). https://doi.org/10.1142/9789813141889_0001

  24. Richards, J.C.: Creativity in language teaching. Iranian J. Lang. Teach. Res. 1, 19–43 (2013)

    Google Scholar 

  25. Jones, R.H.: Creativity in language learning and teaching: Translingual practices and transcultural identities. Appl. Linguist. Rev. 11, 535–550 (2020). https://doi.org/10.1515/applirev-2018-0114

    Article  Google Scholar 

  26. McClure, E.R., Jaeger, G.: Assessing creativity: a palette of possibilities (an essay collection). The LEGO Foundation, Billund, Denmark (2020). https://cms.learningthroughplay.com/media/u1wf1xou/assessing-creativity_may2020.pdf

  27. Ibharim, L.F., Yatim, M.H., Zain, N.Z., Azizan, U.H., Fabil, N.: Development of rubric to measure children’s creativity in game design. Int. J. Multimed. Appl. 13, 27–34 (2021). https://doi.org/10.5121/ijma.2021.13203

    Article  Google Scholar 

  28. Ahmad, M., Mansor, N.R., Rashid, R.A., Ain, N., Zakaria, C.R., Sung, C.M.: Implementation of digital games in advancing students’ higher-order thinking skills: a review. J. Phys. Conf. Ser. 1793, 012069 (2021). https://doi.org/10.1088/1742-6596/1793/1/012069

    Article  Google Scholar 

  29. Adamowsky, N.: Productive indeterminacy: on the relationship between play and science. Technol. Lang. 3, 8–20 (2022). https://doi.org/10.48417/TECHNOLANG.2022.04.02

  30. Wu, W.-H., Hsiao, H.-C., Wu, P.-L., Lin, C.-H., Huang, S.-H.: Investigating the learning-theory foundations of game-based learning: a meta-analysis: exploring the learning-theory bases of GBL. J. Comput. Assist. Learn.Comput. Assist. Learn. 28, 265–279 (2012). https://doi.org/10.1111/j.1365-2729.2011.00437.x

    Article  Google Scholar 

  31. Akpan, V.I., Igwe, U.A., Blessing, I., Mpamah, I., Okoro, C.O.: Social Constructivism: implications on teaching and learning. British J. Educ. 8, 49–56 (2020)

    Google Scholar 

  32. Ding, D., Guan, C., Yu, Y.: Game-based learning in tertiary education: a new learning experience for the generation Z. Int. J. Inf. Educ. Technol. 7, 148–152 (2017). https://doi.org/10.18178/ijiet.2017.7.2.857

  33. Zhao, N., Xiong, M., Zhang, X., Terwilliger, M.G.: Proposing a framework of game-based learning and assessment systems. Issues Inf. Syst. 22, 193–207 (2021). https://doi.org/10.48009/4_iis_2021_208-223

  34. Zacharis, N.Z.: Innovative assessment for learning enhancement: issues and practices. Contemporary Issues Educ. Res. 3, 61–70 (2010). https://doi.org/10.19030/cier.v3i1.162

  35. Ajjawi, R., Tai, J., Huu Nghia, T.L., Boud, D., Johnson, L., Patrick, C.-J.: Aligning assessment with the needs of work-integrated learning: the challenges of authentic assessment in a complex context. Assessment Eval. High. Educ. 45, 304–316 (2020). Doi:https://doi.org/10.1080/02602938.2019.1639613

  36. Dannenberg, S., Fischer, N.: Gaming scenarios: making sense of diverging developments. J. Futures Stud. 22, 15–26 (2017). https://doi.org/10.6531/JFS.2017.22(2).A15

    Article  Google Scholar 

  37. Council of Europe: Common European framework of reference for languages: learning, teaching, assessment: companion volume. Council of Europe Publishing, Strasbourg (2020). https://www.coe.int/en/web/common-european-framework-reference-languages

  38. North, B., Ortega, A., Sheehan, S.: British Council - EAQUALS Core inventory for General English: 2nd Edition. British Council/EAQUALS (European Association for Quality Language Services), United Kingdom (2015). https://www.teachingenglish.org.uk/sites/teacheng/files/pub-british-council-eaquals-core-inventoryv2.pdf

  39. Huizenga, J.C., Ten Dam, G.T.M., Voogt, J.M., Admiraal, W.F.: Teacher perceptions of the value of game-based learning in secondary education. Comput. Educ.. Educ. 110, 105–115 (2017). https://doi.org/10.1016/j.compedu.2017.03.008

    Article  Google Scholar 

  40. An, Y.-J., Cao, L.: The effects of game design experience on teachers’ attitudes and perceptions regarding the use of digital games in the classroom. TechTrends 61, 162–170 (2017). https://doi.org/10.1007/s11528-016-0122-8

    Article  Google Scholar 

  41. Balakrishna, C.: The impact of in-classroom non-digital game-based learning activities on students transitioning to higher education. Educ. Sci. 13, 328 (2023). https://doi.org/10.3390/educsci13040328

    Article  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Nora Kats .

Editor information

Editors and Affiliations

Appendix 1

Appendix 1

Scenario: business meeting.

Scenario description: XXXXX.

Teaching context.

Social Domain

Context

Tasks

Activities

Materials, methods, technologies

Level of language proficiency

Occupational/ professional

Organization:

Multinational company

Participants:

contractors and customers

Making a proposal

Contributing an opinion on other proposals

Convincing the audience to choose a certain proposal

Listening as a member of a live audience

Spoken Interaction

Spoken production

Power-point presentations

Scenario description

Formal discussion

Multimedia resources

B1 + - B2

Assessment framework: competences and skills descriptors.

Learning Domain

Skills/competence

Can do statement

Criteria Domain

Score

1

0

Cognitive domain

Creative thinking skills

Observe, describe relevant experience and information

Inquiring

  

Explore, seek and generate ideas

  

Make connections, integrate other disciplinary perspectives and knowledge

Imagining

  

Stretch and play with unusual/risky/radical ideas

  

Prototype new product / solution /performance

Doing

  

Present new product or ideas in original and innovative ways

  

Appreciate the novelty of solution and/or possible consequences

Reflecting

  

Interactive domain

Strategic competence

Intervene appropriately

Appropriateness

Coherence

Fluency

Range

  

Follow up what people say

  

Overcome gaps in vocabulary with paraphrase

  

Monitor speech to correct slips and mistakes

  

Reaches communicative goals

  

Pragmatic competence

Express abstract ideas

  

Develop an argument

  

Justify opinions

  

Summarize information

  

Use speech markers

  

Use communication for a range of purposes (e.g., to inform, instruct, motivate and persuade)

  

Linguistic domain

Grammatical competence

Use passive forms

  

Use conditional sentences

  

Use modals of deduction

  

Lexical competence

Use topic specific vocabulary

  

Use domain-related collocations

  

Use specific terminology

  

Social

domain

Social competence

Demonstrate ability to work respectfully with diverse teams

Flexibility

Collaboration

  

Assume shared responsibility for collaborative work, and value the individual contributions made by each team member

  

Utilize multiple media and technologies for different contexts, and know how to judge their effectiveness as well as assess their impact

  

Total max: 27

Suggested scores and marks at levels:

Level 1 – 7–15 (C)

Level 2 – 16–22 (B)

Level 3 – 23–27 (A)

Rights and permissions

Reprints and permissions

Copyright information

© 2023 The Author(s), under exclusive license to Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Rubtsova, A., Kats, N., Rubtsova, S. (2023). Game-Based Assessment of 21st Century Skills: Communication and Creative Thinking in Foreign Language Education. In: Bylieva, D., Nordmann, A. (eds) The World of Games: Technologies for Experimenting, Thinking, Learning. PCSF 2023. Lecture Notes in Networks and Systems, vol 830. Springer, Cham. https://doi.org/10.1007/978-3-031-48020-1_28

Download citation

Publish with us

Policies and ethics