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Frederick J. Poole; Matthew D. Coss; Jody Clarke-Midura – Language Learning & Technology, 2025
This study explored the use of stealth assessments within a digital game to assess second language (L2) Chinese learners' reading comprehension. Log data tracking learners' in-game behaviors from a game designed for Chinese dual language immersion classrooms (Poole et al., 2022) were used to construct Bayesian Belief Networks to model reading…
Descriptors: Second Language Instruction, Second Language Learning, Reading Comprehension, Game Based Learning
Carly Oddleifson; Stephen Kilgus; David A. Klingbeil; Alexander D. Latham; Jessica S. Kim; Ishan N. Vengurlekar – Grantee Submission, 2025
The purpose of this study was to conduct a conceptual replication of Pendergast et al.'s (2018) study that examined the diagnostic accuracy of a nomogram procedure, also known as a naive Bayesian approach. The specific naive Bayesian approach combined academic and social-emotional and behavioral (SEB) screening data to predict student performance…
Descriptors: Bayesian Statistics, Accuracy, Social Emotional Learning, Diagnostic Tests
Levy, Roy – National Center for Research on Evaluation, Standards, and Student Testing (CRESST), 2014
Digital games offer an appealing environment for assessing student proficiencies, including skills and misconceptions in a diagnostic setting. This paper proposes a dynamic Bayesian network modeling approach for observations of student performance from an educational video game. A Bayesian approach to model construction, calibration, and use in…
Descriptors: Video Games, Educational Games, Bayesian Statistics, Observation

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