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Game-based learning environments show promise for engaging middle grade students, promoting understandings of Computer Science concepts, and for implementing stealth assessment of student competencies. One challenge in designing these assessments is determining which trace data are informative and scalable. Evidence-centered assessment design was used to guide a strategy for examining trajectories of game performance. Latent Class Growth Analysis identified three distinct trajectory classes of programming performance (measured as time spent programming). Distal outcomes of post-test scores and self-reported engagement were significant predictors of class membership and add to the explication of how three clusters of student pairs progressed through a series of challenge-based programming tasks involving the concept of iteration. This approach shows considerable promise for informing stealth-based assessments.
Megan Frankosky, North Carolina State University
James Creager, North Carolina State University
Eric N. Wiebe, North Carolina State University
Philip Buffum, North Carolina State University
Wookhee Min, North Carolina State University
Kristy Boyer, North Carolina State University
Bradford Mott, North Carolina State University
James Lester, North Carolina State University