Challenges with Measuring Learning through Digital Gameplay in K-12 Classrooms
Autor(a) principal: | |
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Data de Publicação: | 2018 |
Outros Autores: | , |
Tipo de documento: | Artigo |
Idioma: | eng |
Título da fonte: | Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
Texto Completo: | https://doi.org/10.17645/mac.v6i2.1366 |
Resumo: | 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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Challenges with Measuring Learning through Digital Gameplay in K-12 Classroomsassessment; digital games; game-based learning; gamesVideogames 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.Cogitatio2018-06-07info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttps://doi.org/10.17645/mac.v6i2.1366oai:ojs.cogitatiopress.com:article/1366Media and Communication; Vol 6, No 2 (2018): Games Matter? Current Theories and Studies on Digital Games; 112-1252183-2439reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAPenghttps://www.cogitatiopress.com/mediaandcommunication/article/view/1366https://doi.org/10.17645/mac.v6i2.1366https://www.cogitatiopress.com/mediaandcommunication/article/view/1366/1366Copyright (c) 2018 Cristyne Hebert, Jennifer Jenson, Katrina Fonghttp://creativecommons.org/licenses/by/4.0info:eu-repo/semantics/openAccessHebert, CristyneJenson, JenniferFong, Katrina2022-12-20T10:58:44Zoai:ojs.cogitatiopress.com:article/1366Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T16:21:07.489841Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse |
dc.title.none.fl_str_mv |
Challenges with Measuring Learning through Digital Gameplay in K-12 Classrooms |
title |
Challenges with Measuring Learning through Digital Gameplay in K-12 Classrooms |
spellingShingle |
Challenges with Measuring Learning through Digital Gameplay in K-12 Classrooms Hebert, Cristyne assessment; digital games; game-based learning; games |
title_short |
Challenges with Measuring Learning through Digital Gameplay in K-12 Classrooms |
title_full |
Challenges with Measuring Learning through Digital Gameplay in K-12 Classrooms |
title_fullStr |
Challenges with Measuring Learning through Digital Gameplay in K-12 Classrooms |
title_full_unstemmed |
Challenges with Measuring Learning through Digital Gameplay in K-12 Classrooms |
title_sort |
Challenges with Measuring Learning through Digital Gameplay in K-12 Classrooms |
author |
Hebert, Cristyne |
author_facet |
Hebert, Cristyne Jenson, Jennifer Fong, Katrina |
author_role |
author |
author2 |
Jenson, Jennifer Fong, Katrina |
author2_role |
author author |
dc.contributor.author.fl_str_mv |
Hebert, Cristyne Jenson, Jennifer Fong, Katrina |
dc.subject.por.fl_str_mv |
assessment; digital games; game-based learning; games |
topic |
assessment; digital games; game-based learning; games |
description |
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. |
publishDate |
2018 |
dc.date.none.fl_str_mv |
2018-06-07 |
dc.type.status.fl_str_mv |
info:eu-repo/semantics/publishedVersion |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/article |
format |
article |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
https://doi.org/10.17645/mac.v6i2.1366 oai:ojs.cogitatiopress.com:article/1366 |
url |
https://doi.org/10.17645/mac.v6i2.1366 |
identifier_str_mv |
oai:ojs.cogitatiopress.com:article/1366 |
dc.language.iso.fl_str_mv |
eng |
language |
eng |
dc.relation.none.fl_str_mv |
https://www.cogitatiopress.com/mediaandcommunication/article/view/1366 https://doi.org/10.17645/mac.v6i2.1366 https://www.cogitatiopress.com/mediaandcommunication/article/view/1366/1366 |
dc.rights.driver.fl_str_mv |
Copyright (c) 2018 Cristyne Hebert, Jennifer Jenson, Katrina Fong http://creativecommons.org/licenses/by/4.0 info:eu-repo/semantics/openAccess |
rights_invalid_str_mv |
Copyright (c) 2018 Cristyne Hebert, Jennifer Jenson, Katrina Fong http://creativecommons.org/licenses/by/4.0 |
eu_rights_str_mv |
openAccess |
dc.format.none.fl_str_mv |
application/pdf |
dc.publisher.none.fl_str_mv |
Cogitatio |
publisher.none.fl_str_mv |
Cogitatio |
dc.source.none.fl_str_mv |
Media and Communication; Vol 6, No 2 (2018): Games Matter? Current Theories and Studies on Digital Games; 112-125 2183-2439 reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação instacron:RCAAP |
instname_str |
Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
instacron_str |
RCAAP |
institution |
RCAAP |
reponame_str |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
collection |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
repository.name.fl_str_mv |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
repository.mail.fl_str_mv |
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1799130658117779456 |