Online Collaborative Learning and Stealth Assessment in the Age of Emerging Technology


Learning today happens everywhere. It is no longer limited to classrooms or textbooks but shaped by how people connect and share ideas through technology. The focus is shifting from teaching information to designing spaces where learners construct knowledge together. Technology has become the bridge—it links people, ideas, and experiences while giving everyone a chance to contribute. This new way of learning depends on collaboration, reflection, and thoughtful design.

Online Collaborative Learning views learning as a social process where understanding grows through interaction and shared understanding. Tools such as VoiceThread and Flipgrid have made this interaction more personal and engaging by combining video, voice, and visual communication. These digital spaces allow students to express ideas, listen to others, and respond in ways that feel personal and genuine. They also make it possible to connect learners across time zones and cultures. Beyond debating whether online or in-person instruction is better, the real value rests in how both formats can work together to create richer learning opportunities (Sacak & Kavun, 2019).

Assessment, another pillar of learning, is also changing through technology. Traditional tests often stop the flow of learning, but new approaches use digital environments to capture evidence naturally as students learn. In game-based learning, for example, stealth assessment measures skills like creativity, persistence, and problem-solving without interrupting gameplay. Learners remain immersed in the activity, while educators gain insights into how they think and perform. This method turns evaluation into a continuous and low-stress process that focuses on growth and development rather than judgment (Ren, 2019).

Technology can also strengthen learning by linking classrooms with the community. Virtual and augmented reality tools allow students to explore local issues and design real-world solutions while collaborating with partners outside the school. These experiences transform learners from passive participants into active contributors and show how digital projects can build empathy, teamwork, and civic engagement (Dani, Wu, & Hartman, 2020).

Gamified and quest-based learning takes these ideas further by giving learners more choice and ownership. Structured around missions and challenges, this approach keeps students motivated while they explore new technologies and reflect on their progress. It also encourages persistence and creativity in learning—two qualities vital for future educators. For teachers themselves, the development of confidence and skill in using technology is equally essential. Strong preparation helps teachers turn tools into purposeful strategies that truly enhance instruction (Wu, Zhou, & Li, 2023; Wu & Zhou, 2025).
Taken together, these studies show that successful technology integration depends on purposeful design. Tools such as VoiceThread, Flipgrid, and digital games are effective only when they serve collaboration, reflection, and engagement. When used thoughtfully, technology can make learning more personal, inclusive, and connected, helping teachers and students learn together in a digital world.


References

Dani, D., Wu, M., Hartman, C., et al. (2020). Community-based learning using VR and AR applications. IGI Global.

Ren, X. (2019). Stealth assessment in digital game-based learning to measure soft skills. International Journal of Learning Technology, 14(3-4), 209–226.

Sacak, B., & Kavun, N. (2019). Rethinking Flipgrid and VoiceThread in the context of online collaborative learning theory. In M. Khosrow-Pour (Ed.), Advanced methodologies and technologies in modern education delivery (pp. 211–228). IGI Global.

Wu, M., Zhou, L., & Li, S. (2023). Gamifying online courses with quest-based learning. Education and Information Technologies, 28(4), 11593–11612.

Wu, M., & Zhou, L. (2025). Strengthening teachers’ STEM instructional preparedness through a technology integration online course. Education and Information Technologies, 30(2), 1432–1456.