Challenges with Measuring Learning through Digital Gameplay in K-12 Classrooms

Detalhes bibliográficos
Autor(a) principal: Hebert, Cristyne
Data de Publicação: 2018
Outros Autores: Jenson, Jennifer, Fong, Katrina
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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spelling 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
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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
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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)
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