Challenges with measuring learning through digital gameplay in K-12 classrooms

Abstract: 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 gen

Location
Deutsche Nationalbibliothek Frankfurt am Main
Extent
Online-Ressource
Language
Englisch
Notes
Veröffentlichungsversion
begutachtet (peer reviewed)
In: Media and Communication ; 6 (2018) 2 ; 112-125

Classification
Erziehung, Schul- und Bildungswesen

Event
Veröffentlichung
(where)
Mannheim
(when)
2018
Creator
Fong, Katrina
Jenson, Jennifer
Hebert, Cristyne

DOI
10.17645/mac.v6i2.1366
URN
urn:nbn:de:0168-ssoar-57818-6
Rights
Open Access; Open Access; Der Zugriff auf das Objekt ist unbeschränkt möglich.
Last update
13.02.2024, 3:30 PM CET

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Associated

  • Fong, Katrina
  • Jenson, Jennifer
  • Hebert, Cristyne

Time of origin

  • 2018

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