TY - CHAP
T1 - Virtual Performance-Based Assessments
AU - Andrews-Todd, Jessica
AU - Mislevy, Robert J.
AU - LaMar, Michelle
AU - de Klerk, Sebastiaan
N1 - Publisher Copyright:
© 2021, Springer Nature Switzerland AG.
PY - 2022/1
Y1 - 2022/1
N2 - Virtual performance-based assessments (VPBAs) are environments for test takers to interact with systems, sometimes including other persons or agents, in order to provide evidence about their knowledge, skills, or other attributes. Examples include tasks based on interactive simulations, games, branching scenarios, and collaboration among students communicating through digital chats. They may be used for summative purposes, as in certification examinations, or for other purposes, as in intelligent tutoring systems and exploratory learning environments. They afford opportunities to obtain direct evidence about capabilities that inherently involve interaction, such as inquiry and collaboration. Our focus here is digital, usually with regard to the environment but always with regard to the form of data. Digital data capture makes it possible to acquire rich details about students’ actions and the evolving situations in which they occur. The challenges they pose to psychometrics lie in designing VPBAs to optimally evoke the targeted capabilities, providing students with affordances that evidence that cognition, capturing the relevant aspects of the performances, identifying meaningful patterns in performances that constitute evidence about the targeted capabilities, and providing an inferential framework for synthesizing the evidence and characterizing its properties. This chapter provides an introduction to VPBAs and psychometric considerations in VPBA design and analysis.
AB - Virtual performance-based assessments (VPBAs) are environments for test takers to interact with systems, sometimes including other persons or agents, in order to provide evidence about their knowledge, skills, or other attributes. Examples include tasks based on interactive simulations, games, branching scenarios, and collaboration among students communicating through digital chats. They may be used for summative purposes, as in certification examinations, or for other purposes, as in intelligent tutoring systems and exploratory learning environments. They afford opportunities to obtain direct evidence about capabilities that inherently involve interaction, such as inquiry and collaboration. Our focus here is digital, usually with regard to the environment but always with regard to the form of data. Digital data capture makes it possible to acquire rich details about students’ actions and the evolving situations in which they occur. The challenges they pose to psychometrics lie in designing VPBAs to optimally evoke the targeted capabilities, providing students with affordances that evidence that cognition, capturing the relevant aspects of the performances, identifying meaningful patterns in performances that constitute evidence about the targeted capabilities, and providing an inferential framework for synthesizing the evidence and characterizing its properties. This chapter provides an introduction to VPBAs and psychometric considerations in VPBA design and analysis.
KW - Conditional dependence
KW - Games
KW - Interaction
KW - Simulations
KW - Virtual environments
KW - n/a OA procedure
UR - http://www.scopus.com/inward/record.url?scp=85133513563&partnerID=8YFLogxK
U2 - 10.1007/978-3-030-74394-9_4
DO - 10.1007/978-3-030-74394-9_4
M3 - Chapter
AN - SCOPUS:85133513563
SN - 978-3-030-74393-2
T3 - Methodology of Educational Measurement and Assessment
SP - 45
EP - 60
BT - Computational Psychometrics: New Methodologies for a New Generation of Digital Learning and Assessment
PB - Springer
ER -