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.
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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 | Â | Â |
Explore, seek and generate ideas | Â | Â | |||
Make connections, integrate other disciplinary perspectives and knowledge | Imagining | Â | Â | ||
Stretch and play with unusual/risky/radical ideas | Â | Â | |||
Prototype new product / solution /performance | Doing | Â | Â | ||
Present new product or ideas in original and innovative ways | Â | Â | |||
Appreciate the novelty of solution and/or possible consequences | Reflecting | Â | Â | ||
Interactive domain | Strategic competence | Intervene appropriately | Appropriateness Coherence Fluency Range | Â | Â |
Follow up what people say | Â | Â | |||
Overcome gaps in vocabulary with paraphrase | Â | Â | |||
Monitor speech to correct slips and mistakes | Â | Â | |||
Reaches communicative goals | Â | Â | |||
Pragmatic competence | Express abstract ideas | Â | Â | ||
Develop an argument | Â | Â | |||
Justify opinions | Â | Â | |||
Summarize information | Â | Â | |||
Use speech markers | Â | Â | |||
Use communication for a range of purposes (e.g., to inform, instruct, motivate and persuade) | Â | Â | |||
Linguistic domain | Grammatical competence | Use passive forms | Â | Â | |
Use conditional sentences | Â | Â | |||
Use modals of deduction | Â | Â | |||
Lexical competence | Use topic specific vocabulary | Â | Â | ||
Use domain-related collocations | Â | Â | |||
Use specific terminology | Â | Â | |||
Social domain | Social competence | Demonstrate ability to work respectfully with diverse teams | Flexibility Collaboration | Â | Â |
Assume shared responsibility for collaborative work, and value the individual contributions made by each team member | Â | Â | |||
Utilize multiple media and technologies for different contexts, and know how to judge their effectiveness as well as assess their impact | Â | Â | |||
Total max: 27 Suggested scores and marks at levels: Level 1 – 7–15 (C) Level 2 – 16–22 (B) Level 3 – 23–27 (A) |
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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
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