Assessment rules
To edit an assessment rule it must be selected on the rules list. New
rules can be also added following these instructions.
The next fields can be edited in an assessment rule:
-
Importance: This field accepts one of the next values (from
lowest to highest): Very low, low, normal, high and very high.
By default the rule will be given the "normal" value. When an
assessment report is generated manually by the student (using the
appropriate option on the game menu) he or she can select the
importance threshold. In this manner, the student will only get the
feedback that he or she considers relevant.
-
Concept: Brief textual description of what the rule aims to
evaluate. This field will be written onto the assessment report using
a bold font.
-
Conditions: The set of conditions (over flags and variables)
that must be satisfied to trigger the rule. The game author can modify
the values of those flags and variables by triggering appropriate
effects when the student performs any action that deserves evaluation
and/or feedback. For instance, the game author may decide to activate
a flag when a student fails on the achievement of a game task, and use
that flag to trigger an assessment rule that subtracts some points
from the final score of the student. (for more information see conditions)
-
Text: Complete text description of the concept that triggered
the assessment rule. This field will be written onto the assessment
report just behind the concept, but using a normal font size. It will
typically contain detailed information about what the student did
right or wrong, and what should the correct answer be.
-
Properties: Each property is a pair of the form <key, value>.
When the rule is satisfied the key will be assigned the value
specified. These properties can be sent to a central Learning
Management System (LMS) such as Moodle or Sakai for processing and
attachment to the student's profile. Therefore the values of these
properties will not be printed on the assessment report that the
student will see. They can be used to define global or partial scores
for the student, or to indicate the LMS what are the learning
outcomes. If the profile is based on SCORM the keys will be the fields
specified by the CMI data model (More info in: Profile
Type).
Timed Assessment Rules
These rules have an associated timer that will start timing when the init
conditions are met. The timer is stopped when the end conditions
are satisfied. The game author can define different effects to be
triggered depending on the elapsed time. Each effect will be assigned a
time range, so if the elapsed time fits within a time range the
corresponding effect will be triggered. The effect is compounded by the text
and the <key, value> list as for normal assessment rules.
If the elapsed time does not fit in any of the time ranges defined, no
action is performed. If the elapsed time fits in two or more different
ranges, the effect defined for the first one will be triggered (note
that time ranges do not need to be disjoint).
In this manner game authors can define evaluations that depend on the
time that the student invests in completing the tasks.
Finally, both the normal and timed assessment rules can be used to
generate a human-readable HTML report (like the one below), devised for
the student, or an XML machine-readable report, designed for the LMS.