2021
DOI: 10.1016/j.compedu.2021.104313
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Assessing collaborative problem-solving skills among elementary school students

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Cited by 17 publications
(5 citation statements)
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References 47 publications
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“…• and various uses of clickstream data from computer log files (i.e., keystrokes, mouse movements) to investigate and draw inferences about response times and interactions (Wise and Kong, 2005[36]; Wise, 2017 [37]; Reis Costa et al, 2021 [38]; Salles, Dos Santos and Keskpaik, 2020 [9]; Michaelides, Ivanova and Nicolaou, 2020 [39]; Goldhammer et al, 2021 [40]; Deribo, Goldhammer and Kroehne, 2022 [41]).…”
Section: Figure 1: Collecting Data On Response Processesmentioning
confidence: 99%
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“…• and various uses of clickstream data from computer log files (i.e., keystrokes, mouse movements) to investigate and draw inferences about response times and interactions (Wise and Kong, 2005[36]; Wise, 2017 [37]; Reis Costa et al, 2021 [38]; Salles, Dos Santos and Keskpaik, 2020 [9]; Michaelides, Ivanova and Nicolaou, 2020 [39]; Goldhammer et al, 2021 [40]; Deribo, Goldhammer and Kroehne, 2022 [41]).…”
Section: Figure 1: Collecting Data On Response Processesmentioning
confidence: 99%
“…Measures of respondent performance are increasingly used to supplement, enhance or replace conventional test scores (Mislevy et al, 2014[70]; von Davier et al, 2017 [71]; Rojas et al, 2021[72]; Stoeffler et al, 2020[73]). This includes log data on item response times (Li, Banerjee and Zumbo, 2017 [74]; Reis Costa et al, 2021 [38]; Ercikan, Guo and He, 2020 [3]; Deribo, Goldhammer and Kroehne, 2022 [75]) and clickstream data about response processes within the item -including type and number of 'actions' and 'events' that can be used to infer the strategies that respondents use in tacking items (Salles, Dos Santos and Keskpaik, 2020 [9]; Goldhammer et al, 2021[8]; Ercikan, Guo and He, 2020 [3]). While item response times provide a signal about variation in response processes and their relationship with test scores, response data collected on performance within items, i.e., from clickstream, eye tracking and think aloud provides a richer source of information to inform and extend measures of item performance.…”
Section: Measures Of Performancementioning
confidence: 99%
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“…It has provided a substantial body of theory and evidence related to computer-based assessments of the skills involved in the human-to-agent approach (i.e., H-A approach), which makes test-takers collaborate with a couple of computer agents to tackle simulative problems. A great deal of subsequent theoretical and empirical studies on ColPS have followed, drawing on the established framework of the PISA 2015 ColPS assessment and the data that were generated (e.g., Chang et al, 2017;Child & Shaw, 2019;Graesser et al, 2018;Herborn et al, 2017;Kang et al, 2019;Rojas et al, 2021;Swiecki et al, 2020;Tang et al, 2021;Wu et al, 2022).…”
mentioning
confidence: 99%
“…Namun, telah terbukti bahwa penggunaan video game secara moderat dapat meningkatkan perkembangan kognitif siswa (Rojas et al, 2021), kinerja akademik (Ibáñez et al, 2020), dan kondisi fisik (Williams & Ayres, 2020). Selain itu, video game juga memfasilitasi inisiasi latihan fisik dan olahraga untuk siswa dengan performa olahraga yang lebih rendah dan menghasilkan kepatuhan, berkat motivasi yang dihasilkan (Rogers et al, 2020).…”
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