Media and Communication · 2018 · 15 citations · 14 references
EducationEducational AssessmentEducational TechnologyClassroom AssessmentFormative AssessmentPedagogyClassroom Assessment EvidenceClassroom Assessment PracticesEngagement MeasurementGame-based LearningAssessment In Educational GamesDigital Game-based LearningLearningMultiple-choice Questions
Videogames have long been lauded for their potential to increase engagement and enhance learning when used in classrooms. At the same time, how to best evaluate learning presents challenges, especially when the game does not have standardized assessments built-into it and when games are taken up in a wide variety of ways in quite diverse contexts. This article details the use of a geography game to support learning in 32 diverse classrooms in Ontario, Canada, alongside challenges with evaluating student learning using a game that did not have a built-in assessment system. In total, 795 students participated in the study. Classroom observations and interviews with teachers were triangulated with student pre and post evaluations. Results demonstrated that students did learn from gameplay, as demonstrated through multiple choice and short answer change scores in the pre to post evaluation, despite variations in duration of play and how the game was integrated in the classroom more generally.
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Our Princess Is in Another Castle
Michael Young, Stephen T. Slota, Andrew B. Cutter et al. · Review of Educational Research · 2012 · 730 citations
HARNESSING THE POWER OF GAMES IN EDUCATION
Kurt Squire, Henry Jenkins · 2003 · 579 citations
Are Video Games Good for Learning?
James Paul Gee · Nordic Journal of Digital Literacy · 2006 · 149 citations · Full text