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1:  Eassess Concept Map
2:  White Paper on e-assessment
3:  Short answer marking engines
4:  Remote physics labs: Pool of experiments and software environment
5:  MUS 340W: E-Portfolio
6:  Music 295A – E-Portfolio Rubric
7:  SBL Interactive Product Feature Matrix
8:  Sample Rubrics
9:  California State University, Chico College of Business: Teamwork Evaluation Form (TEF)
10:  asTTle – Assessment Tools for Teaching and Learning
11:  Facilitation Exemplar
12:  Testlets
13:  MOOSE 5-stage pedagogical framework
14:  ParcoursPeda[1]
15:  The Twitter Curve
16:  Implementing an institutional e-learning centre: guiding notes and patterns
17:  Effective Use of VLEs: e−Assessment
18:  Pass-it Guidelines on Online Assessment
19:  Reflections on Assessment: Volume 1
20:  Reflections on Assessment: Volume 2
21:  JeLSIM Java eLearning SIMulations
22:  Cambridge first to launch computer-based assessment in IGCSE Geography
23:  Effective Use of VLEs: e−Assessment
24:  Integrative assessment,Blending assignments and assessments for high-quality learning
25:  e-Assessment-Guide to effective practice
26:  Regulatory principles for e-assessment
27:  Using the CriterionSM Online Writing Evaluation Service for Differentiated Instruction in the College Classroom: A Guide For Faculty and Administrators
28:  Continuation Reports for FILE-PASS
29:  Multimedia Project : House of 7 - Second Life Project
30:  Wiki Grading Rubric – Flat Classroom 2007
31:  Adopting a social constructivist approach to assessment in three easy steps!
32:  CAST’s Universal Design for Learning Guidelines - Educator Checklist
33:  UNIVERSAL DESIGN FOR LEARNING (UDL) GUIDELINES Version 1.0
34:  Universal Design for Learning Guidelines
35:  What do you know when you know the test results? The meanings of educational assessments
36:  TOWARDS A RESEARCH AGENDA ON COMPUTER-BASED ASSESSMENT - Challenges and needs for European Educational Measurement
37:  Harnessing Technology Review 2008: The role of technology and its impact on education: Summary report
38:  Assessment Principles: Some possible candidates
39:  SOLAR White Paper
40:  WoLLNET project to use BTL e-Assessment tools
41:  Apple Classrooms of Tomorrow-Today Learning in the 21st Century
42:  Game Assessment for Higher Education
43:  IMMEX Digital Dashboard
44:  The NMC Campus Project: Documentation Links
45:  How to Use Social Software in Higher Education
46:  Toolkit Section 4. Published Reports of Investigation Stage
47:  Toolkit Section 1. Select Bibliography
48:  Available assessments
49:  research for teachers-Neuroscience
50:  Challenge-Based Learning: An Approach for Our Time
51:  Challenge Based Learning
52:  Automatic scoring of foreign language textual and spoken responses
53:  Developing New Learning And Collaboration Environments For Educators: The New Media Consortium (NMC) In Second Life
54:  NMC Horizon Project: 2009 Australia-New Zealand Edition Preview
55:  RezEd: The Hub for Learning and Virtual Worlds
56:  Getting Online with Second Life: A guide for students and staff
57:  Immersive Learning
58:  A Sample Assessment Using the Four Process Framework
59:  Delivering and Assessing Learning on Mobile Devices: Report on a pilot project by SQA, May and June 2007
60:  What Do We Know About Assessment in Games?
61:  What Do We Know About Assessment in Games?
62:  Transfer and Adaptive Learning in Games: Theoretical and Practical Approaches
63:  Multiple Choice Tests
64:  ePortfolio for the Assessment of Learning: FuturEd White Paper
65:  White Paper: Researching Electronic Portfolios and Learner Engagement
66:  Guidelines and standards for computer-based testing
67:  Uncanny spaces for higher education: teaching and learning in virtual worlds
68:  Structural, Functional, and Semiotic Symmetries in Simulation-Based Games and Assessments
69:  Reinventing Assessment
70:  Remote Laboratory Experiments in a Virtual Immersive Learning Environment
71:  Inversions
72:  Education driving technology: An investigation into the effectiveness of online multiple choice assessment as a teaching and learning tool
73:  Online Assessment at the Open University Using Open Source Software: Moodle, OpenMark and More
74:  An overview and review of the iCMA initiative
75:  Practice Multiple Choice Questions
76:  A Test of the Law of Demand in a Virtual World: Exploring the Petri Dish Approach to Social Science
77:  Proof of Learning: Assessment in Serious Games
78:  Developing Domain Ontologies to Support Assessment and Instruction: Initial Work on Pre-Algebra
79:  Welcome to the 21st Century
80:  Electronic Portfolios, A perfect Solution to Assessment in an Online English Composition Course
81:  101 Uses for Second Life in the College Classroom
82:  Cloudworks
83:  THE HORIZON REPORT
84:  Assessment by blog: Ethical case studies assessment for an undergraduate business management class
85:  Supplementary Materials: An Assessment of the Effect of Collaborative Groups on Students’ Problem Solving Strategies and Abilities.
86:  e-Assessment Summary and Innovations
87:  Using Wikis for Summative and Formative Assessment
88:  7DO: A Model for Ontology Complexity Evaluation
89:  e-Assessment: an overview of JISC activities
90:  SCIENTIFIC PUBLICATIONS ON WEB 3.0
91:  An Examination of Testlet Scoring and Item Exposure Constraints in the Verbal Reasoning Section of the MCAT
92:  Student Perceptions of e-Assessment Questionnaire: Report(SPEAQ)
93:  Online Assessment (CAA) Pedagogical guidelines: Best Practice for recommended use of software for formative and summative assessment
94:  ECMP 355 – Blogging Assessment Rubric
95:  The relationship and differences between physical- and virtual-world personality
96:  REAP Briefings – Management Briefing Paper 5: Interactive lectures and Electronic voting systems
97:  Embedding GeoCrossWalk Final Report
98:  Embedding GeoCrossWalk Final Report
99:  FINAL REPORT FOR COLMSCT FELLOWSHIP PROJECT: The use of ICT to improve mathematics assessment and retention
100:  ASSESSMENT 2.0 Assessment in the age of Web 2.0
101:  What is Web 2.0?
102:  Modernising assessment in the age of Web 2.0
103:  Assessment of student online collaboration
104:  E-PEDAGOGY: Does e-learning require a new approach to teaching and learning?
105:  Assessment 2.0
106:  Using Evidence-Centered Design for Learning (ECDL) to Examine the ASSISTments System
107:  Planet: Pattern Language Network for Web 2.0 in Learning: Final Report
108:  Web 2.0 for Content for Learning and Teaching in Higher Education
109:  Serious Virtual Worlds: A scoping study
110:  Simulation and the Conceptual Assessment Framework in SimSchool
111:  Report on Summative E-Assessment Quality (REAQ)
112:  Computerized Adaptive Testing: developments in theory and practice
113:  Educating the Net Generation: A Toolkit of Resources for Educators in Australian Universities
114:  6.0 Policy Guidelines
115:  Approaches to Assessment of Online Learning: Conceptual Challenges
116:  E-Assessment using Latent Semantic Analysis
117:  COGNITIVE PROCESSES IN asTTle: The SOLO TAXONOMY
118:  The appropriation and repurposing of social technologies in higher education
119:  New technologies, new pedagogies: Mobile learning in higher education
120:  Neuroscience and Education: Issues and Opportunities
121:  Developing the 3D Adventure Game-Based Assessment System with Wii Remote Interaction
122:  e-Portfolios infoKit
123:  Effective Practice with e-Portfolios
124:  S103 eAssessment Trial : a guide for students and associate lecturers
125:  Assessment for learning: pushing the boundaries of computer based assessment
126:  AN ALTERNATIVE IRT OBSERVED SCORE EQUATING METHOD
127:  5.0 Guidelines for Practice
128:  Conditions for summative portfolio assessment in medical education
129:  The feasibility of automatic assessment and feedback
130:  E-Assessment 07/08 Training and Support Initiatives
131:  Digital technologies and their role in achieving our educational ambitions
132:  Theory and practice in web-based computer games production
133:  Theory and practice in web-based computer games production
134:  Content Free Test
135:  Higher Order Thinking Multiple Choice Questions
136:  Making the Grade: The Role of Assessment in Authentic Learning
137:  An Overview of E-Portfolios
138:  Designing Written Assessment of Student Learning
139:  Using assessment to drive the learning - but what about the learners?
140:  The Use of eAssessment in Scottish Further Education
141:  Preparing to use multiple choice questions
142:  Effective Use of Social Software in UK Further and Higher Education: Case Studies
143:  A Study on the Effective Use of Social Software by Further and Higher Education in the UK to Support Student Learning and Engagement (Final Report)
144:  Validity from the Perspective of Model-Based Reasoning
145:  Technology Supports for Assessment Design
146:  E-Assessment of Short-Answer Questions-A White Paper
147:  Primum® Computer-based Case Simulations (CCS) for licensing doctors
148:  Rethinking technology-supported assessment practices in relation to the seven principles of good feedback practice
149:  What Can Massively Multiplayer Online Games (MMOGs) Train?
150:  What Can Massively Multiplayer Online Games (MMOGs) Train?
151:  What do we Know about the Effectiveness of Instructional Strategies in Computer Games
152:  Simulations, Games, and Learning
153:  Scoping a vision for formative e-assessment:a project report for JISC
154:  Constructive Multiple-Choice Testing (CMT) System
155:  Willow’s tutorial
156:  Approaching Teaching Learning and ASsessment (ATLAS)
157:  Game-based Learning or Game-based Teaching?
158:  Using Questionmark™Perception™ to Help Ensure Compliance with Regulatory Principles for e-Assessment
159:  Designing Effective Examination Questions
160:  Australis 4 Learning: Benefits and Outcomes of a Second Life Simulation for the Automated Assessment Laboratory
161:  Assessment has always had an ‘e’ in it or A quick look at (e-)assessment
162:  The four changing faces of e-assessment 2006-2016
163:  Review of Advanced e-Assessment Techniques (RAeAT) Final Report
164:  Some Implications of Expertise Research for Educational Assessment
165:  Towards Quicker, Better Assessment Using Audio Feedback
166:  Sounds Good: Quicker, better assessment using audio feedback - Final Report
167:  Modelling of Secondlife Environments Final Report
168:  Using Moodle: Developments in the STACK CAA system.
169:  Getting Started with Second Life
170:  Tensions, Trends, Tools,and Technologies:Time for an Educational Sea Change
171:  SCORM 2.0 White Paper: Stealth Assessment in Virtual Worlds
172:  Educational measurement and intelligent systems
173:  Online Learning Techniques: Using Wikis and Blogs for Assessment in First Year Engineering
174:  Can Neurophysiologic Synchronies Be Detected During Collaborative Teamwork?
175:  4.0 Implementing Emerging Technologies
176:  Supporting open learners by computer based assessment with short free-text responses and tailored feedback
177:  Authentic assessment strategies in problem based learning
178:  Constructing the 2D Adventure Game-Based Assessment System
179:  Introduction to Games-Based Learning
180:  Design patterns and how to produce them
181:  Providing Learners with Feedback-Part 1: Research-based recommendations for training, education, and e-learning.
182:  Providing Learners with Feedback-Part 2: Peer-reviewed research compiled for training, education, and e-learning.
183:  Assessing Higher Order Skills Using Simulations
184:  JISC - SemTech Project Report
185:  JISC Project Plan Ratatat: Remote Access To Academic Trials And Testing
186:  Improving Formative Assessment Practice with Educational Information Technology
187:  Re: [ALT] open source social networking software
188:  Practical Questions in Introducing Computerized Adaptive Testing for K-12 Assessments
189:  Second Life Training Guide
190:  Second Life: Guide for Learning Group Participants
191:  E-Assessment Case Studies: Update
192:  e-Assessment Case Studies: Update
193:  Roadmap for e-assessment
194:  Improving Writing in Grades 5 – 12 Using a Web-Based Intelligent Tutoring System: Research and Development
195:  JISC Programme Developments
196:  A Roadmap for Education Technology
197:  Analyzing Multiple-Choice Item Responses
198:  Towards Intelligent Computer Assisted Educational Role-Play
199:  ALTERNATIVE MARKING SCHEMES FOR ON-LINE MULTIPLECHOICE TESTS
200:  Assessment for E-Learning: What are the features of an ideal e-assessment system?
201:  Multiple Response Questions - Allowing for Chance in Authentic Assessments
202:  Using Learning Styles Theory to Improve On-line Learning through Computer Assisted Diagnosis
203:  Identifying Innovative and effective practice in e-assessment: findings from seventeen UK case studies
204:  Assessment Experience Questionnaire (AEQ)
205:  Computer Adaptive Testing in Higher Education: The Validity and Reliability of the Approach
206:  Towards a Properly Web 2.0 Way of Creating and Sharing Questions
207:  Convergence of Validity for the Results of a Summative Assessment with Confidence Measurement and Traditional Assessment
208:  Providing Effective Feedback on Whole-Phrase Input in Computer-Assisted Language Learning
209:  Minibix: Item Banking with Web Services
210:  The Importance of Controlling Item Behaviour and Scoring Methodology for Testing Higher Level Learning
211:  Putting Pedagogy in the Driving Seat with OpenComment: An Open Source Formative Assessment Feedback and Guidance Tool for History Students
212:  Automatic Assessment of Sequence Diagrams
213:  Assessment and Learning in Intelligent Educational Systems: A Peek into the Future
214:  Ratava’s Line: Emergent Learning and Design Using Collaborative Virtual Worlds
215:  On the Automated Assessment of Short Free-Text Responses
216:  Virtual Laboratory Ontology for Engineering Education
217:  Multi-modal learning and assessment in Second Life with quizHUD
218:  Realtime Knowledge Space Skill Assessment for Personalized Digital Educational Games
219:  Uncanny spaces for higher education: teaching and learning in virtual worlds
220:  From cognitive capability to social reform? Shifting perceptions of learning in immersive virtual worlds
221:  Using community development theory to improve student engagement in online discussion: a case study
222:  Collaborative virtual gaming worlds in higher education
223:  Advanced Multiple Choice Questions: Testing Higher Levels of Thinking (Poster)
224:  Designing Assessments, Assessing Designs, and Motivating Engagement in Immersive Educational Videogames
225:  Assertion-reason multiple-choice testing as a tool for deep learning: a qualitative analysis
226:  What are Extended Matching Sets Questions?
227:  Bringing Web 2.0 to bioinformatics
228:  E-assessment for learning? The potential of short-answer free-text questions with tailored feedback
229:  Clickers in the Large Classroom: Current Research and Best-Practice Tips
230:  Structuring asynchronous discussion groups: the impact of role assignment and self-assessment on students’ levels of knowledge construction through social negotiation
231:  The appropriation and repurposing of social technologies in higher education
232:  Assessing the educational values of digital games
233:  An empirically grounded framework to guide blogging in higher education
234:  Designing multimedia learning environments using animated pedagogical agents: factors and issues
235:  The impact and implications of virtual character expressiveness on learning and agent–learner interactions
236:  The impact and implications of virtual character expressiveness on learning and agent-learner interactions
237:  Exploring Augmented Reality
238:  Modeling, Assessing, and Supporting Key Competencies Within Game Environments
239:  Mobile formative assessment tool based on data mining techniques for supporting web-based learning
240:  Effectiveness of a Virtual Laboratory as a preparatory resource for Distance Education chemistry students
241:  How can exploratory learning with games and simulations within the curriculum be most effectively evaluated?
242:  Authoring diagram-based CBA with CourseMarker
243:  An adaptive testing system for supporting versatile educational assessment
244:  Virtual world teaching, experiential learning, and assessment: An interdisciplinary communication course in Second Life
245:  Examining the benefits and challenges of using audience response systems: A review of the literature
246:  Examining the pedagogical foundations of modern educational computer games
247:  Adaptable learning assistant for item bank management
248:  The design and evaluation of a computerized adaptive test on mobile devices
249:  Web-based quiz-game-like formative assessment: Development and evaluation
250:  The design of Cloudworks: applying social networking practice to foster the exchange of learning and teaching ideas and designs
251:  Artificial Immune System for Support Vector Machine Model Selection
252:  Immersive learning and assessment with quizHUD
253:  Operationalisation of Organizational Cultural Dimensions as a Major Influence on Knowledge Sharing
254:  Bees Collective Dynamics
255:  Past, Present and Future of e-Assessment: Towards a Flexible e-Assessment System
256:  GeoThentic: Designing and assessing with technology, pedagogy, and content knowledge
257:  e-Assessment Glossary (Extended)
258:  Use of e-portfolios in assessment
259:  Current Developments in Technology-Assisted Education (2006)
260:  Toolkit Section 1. Select Bibliography
261:  How to try out the test sites (“playpens”) for the web 2.0 tools that were used for university learning and teaching in this project
262:  Toolkit Section 4. Published Reports of Investigation Stage
263:  An investigation into the potential of collaborative computer game-based learning in Higher Education
264:  EnALI: A Research and Design Framework for Virtual Characters and Pedagogical Agents
265:  Model-Based Methods for Assessment, Learning, and Instruction: Innovative Educational Technology at Florida State University
266:  Authoring of Adaptive Computer Assisted Assessment of Free-text Answers
267:  Pedagogic strategies supporting the use of Synchronous Audiographic Conferencing: A review of the literature
268:  Overcoming the Fear of Gaming: A Strategy for Incorporating Games into Teaching and Learning
269:  Implementing Electronic Portfolios:Benefits, Challenges, and suggestions
270:  Web 2.0: A New Wave of Innovation for Teaching and Learning?
271:  Chapter IV: Learning and Assessment with Virtual Worlds
272:  Web 2.0-Mediated Competence - Implicit Educational Demands on Learners
273:  The production of e-learning design patterns, and a research road map for e-learning
274:  Multi-User Virtual Environments for Teaching and Learning
275:  Feedback Patterns
276:  E-Assessment beyond MCQ: Using advanced item types to assess higher order skills
277:  Conducting assessment online: Educational developers’ perspectives
278:  Melding the Power of Serious Games and Embedded Assessment to Monitor and Foster Learning: Flow and Grow
279:  E-assessment by design: using multiple-choice tests to good effect
280:  E-assessment by design: using multiple-choice tests to good effect
281:  Literature Review of E-assessment
282:  21st Century Assessment to Promote 21st Century Learning: The Benefits of Blinking
283:  The Use of Scenario-Based-Learning Interactive Software to Create Custom Virtual Laboratory Scenarios for Teaching Genetics
284:  Guide to Writing Objective Tests
285:  10. ASSESSING PROJECT-BASED LEARNING: A CASE STUDY OF AN UNDERGRADUATE SELLING AND SALES MANAGEMENT MODULE AT THE UNIVERSITY OF LIMERICK
286:  Games Design Principles for Improving Social Web Applications
287:  A COMMUNITY OF INQUIRY EVALUATION OF MEKONG e-SIM: AN ONLINE COLLABORATIVE SIMULATION
288:  Enhancement of Student Learning in Experimental Design Using a Virtual Laboratory
289:  An Integrated Structure for a Virtual Networking Laboratory
290:  Technology-Assisted Learning and Learning Style: A Longitudinal Field Experiment
291:  Best Practices in e-Assessment
292:  The TriLab, a Novel View of Laboratory Education
293:  Authentic Learner Assessment in an Online Environment: Using Instructional Design Techniques to Create an Assessment Model for an Introductory Computer Science Course
294:  A Study of Educational Simulations Part 1 – Engagement and Learning
295:  A Study of Educational Simulations Part II – Interface Design
296:  Guiding Exploration Through Three-Dimensional Virtual Environments: A Cognitive Load Reduction Approach
297:  A Three-Layered Cyclic Model of E-Learning Development and Evaluation
298:  Problem-Based Educational Games: Connections, Prescriptions, and Assessment
299:  Assessment Delivery Engine for QTIv2 Questions
300:  Past, Present and Future of e-Assessment: Towards a Flexible e-Assessment System
301:  Using Mobile Technologies for Assessment and Learning in Practice Settings: Outcomes of Five Case Studies
302:  Assessing Student Achievement and Progress with Online Examinations: Some Pedagogical and Technical Issues
303:  Assessing Students for Online Learning
304:  Assessment Using Multi-Criteria Decision Approach for “Higher Order Skills” Learning Domains
305:  Simply Assessment
306:  Conceptualizing the Use of Technology to Foster Peace via Adventure Learning
307:  Investigating the Impact of Role Play Simulations on Student Learning: An Assessment Model
308:  Meaningful Learning in Discussion Forums: Towards Discourse Analysis
309:  Using Compendium as a Tool to Support the Design of Learning Activities
310:  Conditions Under Which Assessment Supports Students’ Learning
311:  JISC Users and Innovation Programme: Project Presentations
312:  Validity, reliability and transparency of assessment
313:  Methodological Challenges
314:  Melding the Power of Serious Games and Embedded Assessment to Monitor and Foster Learning: Flow and Grow
315:  Automated Simultaneous Assembly of Multi-Stage Testing for the Uniform CPA Examination
316:  A Testlet Assembly Design for the Uniform CPA Examination
317:  An Empirical Investigation of LID using the Testlet Model: A Further Look
318:  Virtual Worlds, Simulations, and Games for Education: A Unifying View
319:  Life, the universe and everything
320:  Effective Practice with e-Assessment
321:  Design Rationale for an Assessment Task Authoring System: A Wizard for Creating “Mystery Inquiry” Assessment Tasks
322:  Adapting the automatic assessment of free-text answers to the students
323:  Evaluating the accessibility to disabled people of e-assessment tools
324:  Principles of good assessment and feedback: Theory and practice
325:  Observations of expert communicators in immersive virtual worlds: implications for synchronous discussion
326:  INVITATION TO TENDER - JISC Capital Programme
327:  A Method for Collaboratively Developing and Validating a Rubric
328:  Clickers in Large Classes: From Student Perceptions Towards an Understanding of Best Practices
329:  Classroom Response Systems: A Review of the Literature
330:  Adaptive Assessment – A Practice of Classification on Small-Size Training Sets
331:  Formative assessment and self-regulated learning: A model and seven principles of good feedback practice.
332:  METHODOLOGY FOR ASSESSMENT OF COGNITIVE SKILLS IN VIRTUAL ENVIRONMENTS
333:  Methodology for assessment of cognitive skills in virtual environments
334:  Assessment in the Twenty-first Century: the role of computerised adaptive testing in National Curriculum subjects
335:  Higher education as a visual practice: seeing through the virtual learning environment
336:  Investigating Student Attitudes Toward a Synchronous, Online Graduate Course in a Multi-User Virtual Learning Environment
337:  Assessing Higher Order Thinking in Video Games
338:  Automated Essay Scoring With e-rater® V.2
339:  Developing a Taxonomy of Item Model Types to Promote Assessment Engineering
340:  Students’ Experiences with an Automated Essay Scorer
341:  Evidence-centered Design of Epistemic Games: Measurement Principles for Complex Learning Environments
342:  Reliability, validity, and all that jazz
343:  A Marking Scheme for Multiple-Choice Questions
344:  Assessment in First Year University: A Model to Manage Transition
345:  Game-Based Learning in Universities and Lifelong Learning: “UniGame: Social Skills and Knowledge Training” Game Concept
346:  Virtual Worlds Research- Visualizing Atomic Orbitals Using Second Life
347:  Second Life physics: Virtual, real or surreal?
348:  Can we move beyond visual metaphors? Virtual world provocations and Second Life
349:  Web-Based Laboratory on Robotics: Remote vs. Virtual Training in Programming Manipulators
350:  The Demise of eAssessment Interoperability?
351:  Exploring Virtual Worlds as a Method for Delivering Online Education
352:  A Student’s Guide to Virtual Worlds
353:  Incorporating auto-grading and feedback tools into an online 3D Compound Virtual Field Trip system
354:  A Computer-Mediated Asynchronous Distance Digital Logic Laboratory
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