Stealth Assessment Set in Enhancing Scientific Creativity and Critical Thinking Skills for Grade 10 Chemistry
Sheryl Lirio1*, & Julie Fe Panoy2
1Bernardo Lirio Memorial National High School, Philippines
2College of Arts and Sciences, Laguna State Polytechnic University, Philippines
DOI – http://doi.org/10.37502/IJSMR.2025.8703
Abstract
This study aimed to determine the effectiveness of a stealth assessment in enhancing students’ creative and critical thinking skills through game-based learning. The study involved two groups of respondents: 40 Grade 10 students from Bernardo Lirio Memorial National High School and eight expert validators from different schools in Tanauan City. The study utilized a developmental research design. The instruments used included pre-test and post-test questionnaires to measure students’ thinking skills, a stealth assessment set embedded in digital games, and an evaluation rubric for expert validation. Statistical treatments involved frequency and percentage to describe respondents’ interest in digital games, weighted mean for analyzing game preferences and expert evaluations, and paired sample t-tests to determine significant differences in the students’ performance before and after the intervention. According to the findings, pupils demonstrated a high interest in digital games, with a preference for genres such as action, adventure, and simulation. Points, rewards, levels, and difficulties were the aspects of the game that they liked best. The most popular game-based learning apps were Quizizz and Kahoot. The pupils’ increased post-test scores demonstrated significant improvements in their critical and creative thinking abilities. Expert validators evaluated the stealth assessment tool as highly effective in achieving the desired learning objectives. According to the findings, pupils demonstrated a high interest in digital games, with a preference for genres such as action, adventure, and simulation. Points, rewards, levels, and difficulties were the aspects of the game that they liked best. The most popular game-based learning apps were Quizizz and Kahoot. The pupils’ increased post-test scores demonstrated significant improvements in their critical and creative thinking abilities. Expert validators evaluated the stealth assessment tool as highly effective in achieving the desired learning objectives.
Keywords: Stealth Assessment, Inquiry-Based Learning, Creativity, Critical Thinking, Game-Based Learning.
References
- Anderson, M., & Jiang, J. (2018). Teens, social media & technology 2018. Pew Research Center. https://www.pewresearch.org/internet/2018/05/31/teens-social-media-technology-2018/
- Bai, H., Pan, W., Hirumi, A., & Kebritchi, M. (2020). Assessing critical thinking and creative thinking in the context of game-based learning: A case for stealth assessment. Educational Technology Research and Development, 68(2), 877-900. https://doi.org/10.1007/s11423-020-09757-4
- Baker, R. S., & Siemens, G. (2014). Educational data mining and learning analytics. In Learning Analytics (pp. 253-274). Springer. https://doi.org/10.1007/978-1-4614-3305-7_10
- Baker, R. S., Clarke-Midura, J., & Ocumpaugh, J. (2020). Towards reliable stealth assessment of creativity in digital learning environments. Computers in Human Behavior, 106, 105849. https://doi.org/10.1016/j.chb.2019.105849
- Ball, D. L., & Cohen, D. K. (1996). Reform by the book: What is—or might be—the role of curriculum materials in teacher learning and instructional reform? Educational Researcher, 25(9), 6-8. https://doi.org/10.3102/0013189X025009006
- Bernardo, A. B. I. (2017). Critical thinking in Philippine education: Rethinking the role of critical thinking in 21st-century learning. Asia Pacific Journal of Multidisciplinary Research, 5(3), 1-6.
- Bybee, R. (2010). Advancing STEM education: A 2020 vision. Technology and Engineering Teacher, 70(1), 30-35.
- Child Hope Philippines. (2023). Educational development and 21st-century skills in the Philippines. Child Hope Philippines Foundation.
- Deci, E. L., & Ryan, R. M. (2000). The “what” and “why” of goal pursuits: Human needs and the self-determination of behavior. Psychological Inquiry, 11(4), 227-268. https://doi.org/10.1207/S15327965PLI1104_01
- Department of Education. (2016). DO No. 39, s. 2016 – Policy guidelines on the implementation of the senior high school career guidance program. Department of Education, Philippines.
- Department of Education. (2020). The Philippines in PISA 2018: A second look. Department of Education, Republic of the Philippines. https://www.deped.gov.ph/2020/12/03/the-philippines-in-pisa-2018-a-second-look/
- Department of Education. (2023). DO No. 24, s. 2023 – Guidelines on the provision of supplementary learning resources for public school libraries and library hubs. https://www.deped.gov.ph
- Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining “gamification.” In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (pp. 9-15). https://doi.org/10.1145/2181037.2181040
- Deterding, S., Sicart, M., Nacke, L., O’Hara, K., & Dixon, D. (2020). Gamification: Using game-design elements in non-gaming contexts. In CHI ’11 Extended Abstracts on Human Factors in Computing Systems (pp. 2425-2428). ACM. https://doi.org/10.1145/1979742.1979575
- Gagné, R. M., Wager, W. W., Golas, K. C., & Keller, J. M. (2005). Principles of instructional design (5th ed.). Wadsworth/Thomson Learning.
- Gay, G. (2010). Culturally responsive teaching: Theory, research, and practice (2nd ed.). Teachers College Press.
- Gee, J. P. (2003). What video games have to teach us about learning and literacy. Palgrave Macmillan.
- Granic, I., Lobel, A., & Engels, R. C. (2014). The benefits of playing video games. American Psychologist, 69(1), 66-78. https://doi.org/10.1037/a0034857
- Halverson, R., & Owen, V. E. (2014). Game-based assessment: An integrated model for capturing evidence of learning in play. International Journal of Learning and Media, 4(2), 1-30. https://doi.org/10.1162/ijlm_a_00068
- Hamari, J., Koivisto, J., & Sarsa, H. (2021). Does gamification work? A literature review of empirical studies on gamification. In 2014 47th Hawaii International Conference on System Sciences (pp. 3025-3034). IEEE. https://doi.org/10.1109/HICSS.2014.377
- Harlen, W. (2010). Principles and big ideas of science education. Association for Science Education.
- Kapp, K. M. (2020). The gamification of learning and instruction: Game-based methods and strategies for training and education (2nd ed.). Wiley.
- Keller, J. M. (2010). Motivational design for learning and performance: The ARCS model approach. Springer.
- Lee, J., & Kim, S. (2023). Digital game-based learning in science education: A systematic review of effectiveness and engagement. Computers & Education, 195, 104721. https://doi.org/10.1016/j.compedu.2022.104721
- Llego, M. A. (2019). Challenges in implementing the K-12 curriculum in the Philippines. TeacherPH. https://www.teacherph.com/challenges-implementing-k-12-curriculum/
- Mayer, R. E. (2009). Multimedia learning (2nd ed.). Cambridge University Press.
- Merrill, M. D. (2002). First principles of instruction. Educational Technology Research and Development, 50(3), 43-59. https://doi.org/10.1007/BF02505024
- National Research Council. (2012). A framework for K-12 science education: Practices, crosscutting concepts, and core ideas. The National Academies Press. https://doi.org/10.17226/13165
- (2019). PISA 2018 results (Volume I): What students know and can do. OECD Publishing. https://doi.org/10.1787/5f07c754-en
- (2024). PISA 2022 results (Volume III): Creative minds, creative schools – Philippines. OECD Publishing. https://www.oecd.org/en/publications/pisa-results-2022-volume-iii-factsheets_041a90f1-en/philippines_68d369a7-en.html
- Postrado, F. & Aliazas, J.V. (2024). Designing Enrichment Program in Science Utilizing Blended Learning Models. International Journal of Innovation Scientific Research and Review 6 (6), 6568-6577.
- Prensky, M. (2001). Digital game-based learning. McGraw-Hill.
- Quian, M., & Clark, K. R. (2016). Game-based learning and 21st century skills: A review of recent research. Computers in Human Behavior, 63, 50-58. https://doi.org/10.1016/j.chb.2016.05.023
- Reyes, A., & Aliazas, J. V. (2021). Online integrative teaching strategies: Thematic and focus inquiry for improved science process skills. International Journal of Science, Technology, Engineering and Mathematics, 1(2), 19-38.
- Richey, R. C., & Klein, J. D. (2007). Design and development research: Methods, strategies, and issues. Lawrence Erlbaum Associates.
- Rideout, V., & Robb, M. B. (2019). The Common Sense census: Media use by tweens and teens, 2019. Common Sense Media. https://www.commonsensemedia.org/
- Saavedra, A. R., & Opfer, V. D. (2012). Learning 21st-century skills requires teaching 21st-century skills. RAND Corporation. https://www.rand.org/pubs/occasional_papers/OP315.html
- Shute, V. J. (2011). Stealth assessment in computer-based games to support learning. In S. Tobias & J. D. Fletcher (Eds.), Computer games and instruction (pp. 503-524). Information Age Publishing.
- Shute, V. J., & Ventura, M. (2013). Stealth assessment: Measuring and supporting learning in video games. MIT Press.
- Shute, V. J., Ventura, M., & Kim, Y. J. (2016). Assessment and learning of 21st century skills. In A. A. Rupp & J. P. Leighton (Eds.), The handbook of cognition and assessment: Frameworks, methodologies, and applications (pp. 407-436). Wiley.
- Sweller, J. (1994). Cognitive load theory, learning difficulty, and instructional design. Learning and Instruction, 4(4), 295-312. https://doi.org/10.1016/0959-4752(94)90003-5
- Tiefenthaler, D., & Yau, J. Y. K. (2020). Utilizing learning analytics to support study success in higher education: A systematic review. Educational Technology Research and Development, 68(4), 1961-1990. https://doi.org/10.1007/s11423-020-09725-y
- Tomlinson, C. A. (2014). The differentiated classroom: Responding to the needs of all learners (2nd ed.). ASCD.
- Torrance, E. P. (2000). The millennium: A time for looking forward and looking backward. Creative Child and Adult Quarterly, 25(4), 1-8.
- Trilling, B., & Fadel, C. (2009). 21st century skills: Learning for life in our times. Jossey-Bass.
- Udeozor, C., Abegao, F. R., & Glassey, J. (2023). Digital game-based learning for chemical engineering education: A systematic literature review. Computer Applications in Engineering Education, 31(2), 492-516. https://doi.org/10.1002/cae.22598
- Villaruel, J. A., Ramos, M. C., & Dela Cruz, A. D. (2022). Digital game preference and usage among Filipino junior high school students: Implications for instructional design. Philippine Journal of Educational Technology, 11(1), 35-49.
- Vivekanandan, K. (2019). 21st century skills and tools in education. International Journal of Research in Engineering, Science and Management, 2(9), 456-459.
- Wiggins, G., & McTighe, J. (2005). Understanding by design (Expanded 2nd ed.). ASCD.