Valerie J. Shute

  • Professor Emerita (Educational Psychology and Learning Systems), The Florida State University

[email protected]

scholar.google.com/citations?user=VfKOZ5IAAAAJ

orcid.org/0000-0002-9179-017X

Impact Metrics
26,503
Total Citations
7
PR Journals
66
h-index
158
i10-index
0
Top Conf
2
Other Works
Awards & Honors
Mack and Effie Campbell Tyner Endowed Professor of Education

The Florida State University

Fellow, International Society for Design and Development in Education (ISDDE)

International Society for Design and Development in Education

Professor Emerita

The Florida State University

2022
FSU - Graduate Faculty Mentor Award

The Florida State University Graduate School

2015
Past Positions

Professor (Mack and Effie Campbell Tyner Endowed Professor of Education), The Florida State University

2011–2022

Associate Professor, The Florida State University

2007–2011

Principal Research Scientist, Educational Testing Service

2001–2007

Senior Cognitive Scientist, Knowledge Planet

2000–2001

Director, R&D Laboratory, GKIS, Inc.

1999–2000

Senior Research Psychologist, United States Air Force Armstrong Laboratory

1986–1999

Postdoctoral Fellow, University of Pittsburgh – Learning Research and Development Center

1984–1986
Education
Ph.D., Educational Psychology / Cognitive Psychology
University of California, Santa Barbara (1984)
M.A., Educational Psychology / Cognitive Psychology
University of California, Santa Barbara (1981)
B.A., Psychology (Minor in Biology)
University of Northern Colorado (1977)
Biography

Valerie J. Shute is Professor Emerita in the Department of Educational Psychology and Learning Systems at The Florida State University. She retired from FSU at the beginning of 2022 after serving as the Mack and Effie Campbell Tyner Endowed Professor of Education (2007–2022). Before joining FSU, she was a Principal Research Scientist at Educational Testing Service (2001–2007), worked in industry (1999–2001), and earlier served as a Senior Research Psychologist at the U.S. Air Force’s Armstrong Laboratory/Air Force Research Laboratory in San Antonio (1986–1999). She earned her PhD (1984) and MA (1981) in Educational/Cognitive Psychology from the University of California, Santa Barbara, and completed a two‑year postdoctoral fellowship at the Learning Research and Development Center, University of Pittsburgh. Her research focuses on assessment and learning in technology‑rich environments (e.g., games), including the development of stealth assessment grounded in evidence‑centered design, learning analytics, and support for hard‑to‑measure competencies (e.g., creativity, problem solving, persistence). Contact: [email protected]. citeturn2search1turn0search2turn2search5turn2search3

Theories & Frameworks
Stealth Assessment

An embedded, unobtrusive approach to assessment in technology‑rich environments (e.g., games) that uses evidence‑centered design to define competency, evidence, and task models, and applies statistical modeling (e.g., Bayesian networks) to accumulate real‑time evidence of learners’ knowledge, skills, and dispositions to both measure and support learning.

Introduced: 2011
Research Interests
  • Affective Computing
  • Assessment
  • Computational Thinking
  • Creativity
  • Educational Gaming
  • Educational Simulations and Microworlds
  • Human–Computer Interaction (in Education)
  • Intelligent Tutoring Systems
  • Learning Analytics
  • Learning Sciences
  • STEM
Peer-reviewed Journal Articles & Top Conference Papers
7

Educational Technology Research and Development • Journal

Valerie J. Shute

Abstract: Research fields related to learning have typically focused on what works using traditional pre‑/post comparisons. This paper discusses stealth assessment—an evidence‑based methodology for technology‑rich environments (e.g., games) to assess and support hard‑to‑measure constructs as well as knowledge acquisition. It outlines how evidence‑centered design (ECD) underpins the design, embedding, and evaluation of stealth assessments and illustrates two examples (creativity and physics understanding) in the Physics Playground game. The goal is to provide sufficient detail to help researchers adopt stealth assessment to assess, foster, and investigate learning processes in technology‑rich environments.

Computers in Human Behavior • Journal

Valerie J. Shute

Abstract: Creativity is widely recognized as essential for success in a complex, interconnected world. This study embedded and validated a stealth assessment of creativity in the Physics Playground game with 167 8th–9th graders using a one‑group pretest–posttest design. The stealth assessment estimate correlated with external performance‑based creativity measures and significantly predicted in‑game performance and enjoyment; an indirect relation to learning via game performance was also observed.

Educational Technology Research and Development • Journal

Valerie J. Shute

Abstract: In a 2D physics game featuring game‑related, content‑related, and hybrid learning supports, the authors examined relationships among students’ prior knowledge, support usage, learning outcomes, and game performance (N=199, grades 9–11). Students tended to access game‑related supports most. More frequent use of hybrid supports predicted greater knowledge gains and more levels solved; content‑related and strictly game‑related supports showed no significant relations to learning or performance. High prior‑knowledge students used hybrid supports more often.

Computers & Education • Journal

Valerie J. Shute

Abstract: This study evaluated an incentive system designed to increase access to content‑related supports and reduce reliance on solution videos in a physics game (n=199). Students earned in‑game currency for viewing content supports and paid to watch solution videos. The incentive system increased content‑support use and decreased solution‑video use; greater use of content supports predicted higher posttest scores and more levels solved (controlling for pretest), while solution videos showed no effect. Log‑data analyses indicated students did not abuse solution videos.

Educational Research Review • Journal

Valerie J. Shute

Abstract: Reviewing definitions, interventions, assessments, and models, the authors propose a working definition of computational thinking (CT) as the conceptual foundation for solving problems effectively and efficiently, algorithmically, with or without computers. They categorize CT into six facets—decomposition, abstraction, algorithm design, debugging, iteration, and generalization—and call for more extensive research on CT across disciplines and educational levels.

Computers & Education • Journal

Valerie J. Shute

Abstract: In a randomized study (N=77), undergraduates played either Portal 2 or Lumosity for 8 hours. Pre/post testing showed Portal 2 players outperformed Lumosity players on composite measures of problem solving, spatial skill, and persistence, and showed significant spatial test gains, whereas the Lumosity group showed no pre/post differences. Findings suggest potential positive impacts of certain commercial video games on cognitive and noncognitive skills.

Review of Educational Research • Journal

Valerie J. Shute

Abstract: This integrative review synthesizes research on formative feedback—information provided to learners to modify thinking or behavior to improve learning. It outlines characteristics of effective feedback (e.g., specific, timely, supportive), types and timing (e.g., verification, elaborated, hints), and interacting variables (learner and task factors). The paper concludes with guidelines for generating effective formative feedback in technology‑rich contexts.

Other Works
2

Digital Promise / International Society of the Learning Sciences (CIRCL Rapid Community Reports) • Report

Valerie J. Shute

Abstract: Traditional classroom assessments are usually summative, constrained in items and time, and can trigger anxiety. Stealth assessment is a type of formative assessment embedded within learning activities intended to address these problems. This primer briefly describes stealth assessment, shares lessons learned from research, and discusses issues and future directions, with resources for further reading.

The MIT Press (MacArthur Foundation Reports on Digital Media and Learning) • Book

Valerie J. Shute

Book description: Presents an approach to performance‑based assessment that embeds measurement within digital games to monitor learners’ progress toward targeted competencies (e.g., problem solving, systems thinking) and to adaptively support learning, grounded in evidence‑centered design and Bayesian modeling.