\documentclass[a4paper,11pt]{article} \usepackage{ulem} \usepackage{a4wide} \usepackage[dvipsnames,svgnames]{xcolor} \usepackage[pdftex]{graphicx} \usepackage{hyperref} % commands generated by html2latex \begin{document}\hypertarget{Conceptual_Framework_for_Modeling.2C_Assessing_and_Supporting_Competencies_within_Game_Environments}{} \section{Conceptual Framework for Modeling, Assessing and Supporting Competencies within Game Environments} Shute, V. J., Masduki, I., \& Donmez, O. (2010). Conceptual Framework for Modeling, Assessing and Supporting Competencies within Game Environments. Technology Instruction Cognition and Learning, 8(2), 137???161. Retrieved from: \href{http://myweb.fsu.edu/vshute/pdf/TICL2010.pdf}{http://myweb.fsu.edu/vshute/pdf/TICL2010.pdf} Shute et al. describe a conceptual framework and tools for ???modeling, assessing, and supporting important competencies via assessments embedded within immersive games???. (pg. 138) The framework takes the existing evidence-centered-design (ECD ) formulated by Mislevy, Steinberg, and Almond (2003) and employ Bayesian networks (Pearl, 1988) and extends ECD by embedding evidence-based assessments within interactive enviroments. ???The steps of this approach involve the following: (a) define the competency model for systems thinking; (b) determine indicators of the low-level nodes in the CM relative to particular game actions; (c) specify scoring rules for the indicators; and (d) develop evidence models that statistically link the indicators to particular nodes in the CM via Bayes nets (or any other method for accumulating evidence).??? (pg. 156) \end{document}