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Title | So What? An Inductive Approach to Developing Models for Serious Game Assessment |
Presenter(s) | Rose Marra |
Time | Thursday, October 20, 1:30p-2:30p |
Location | Lake Michigan |
Format | Roundtable |
Description | Games have been touted as having much potential to engage learners in meaningful ways (e.g. Gee, 2007). Further there is a growing body of research regarding the effectiveness of games. However, if games are to achieve their promise in K-12 and undergraduate education (McGonical, 2007; Willis, 2011), to
teachers need to be able to use learning assessment methods with these games (DiCerbo, 2014). Here I distinguish between research study measurement conducted around the effectiveness of gaming (Chin, Dukes & Gamson, 2009; Connolly, et al., 2012) and the kinds of assessments that teachers need. Research studies might gather interviews, software analytics and specialized pre and post tests. Teacher educators need practical and usable assessments to accompany or be integrated into the educational games they use. As DiCerbo said, “games and game data often exist in a silo”. They aren’t used for the measurement and reporting tasks that educators are required to do. The goal of this roundtable Presentation / discussion will be to discuss the results of an inductive examination of the ways educators are garnering assessment data from educational uses of games. For this preliminary examination, we will gather data via
The author will bring an analysis of the data to the round table with the The goal of this initial study and discussion will be to generate a view of how assessment is currently happening with games and then to propose a practical model and set of educator practices for conducting assessment with the use of games. References Chin, J., Dukes, R., & Gamson, W. (2009). Assessment in Simulation and Gaming A Review of the Last 40 Years. Simulation & Gaming, 40(4), 553-568. Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., & Boyle, J. M. (2012). A systematic literature review of empirical evidence on computer games and serious games. Computers & Education, 59(2), 661-686. DiCerbo, K. (2014) .All Fun & Games? Understanding Learner Outcomes Through Educational Games. Edutopia. http://www.edutopia.org/blog/learner-outcomes-through-educational-games-kristen-dicerbo. Gee, J. P. (2003). What video games have to teach us about learning and literacy. Computers in Entertainment (CIE), 1(1), 20-20. McGonigal, J. (2007). Gamers have skills. Let's tap 'em.Christian Science Monitor. http://www.csmonitor.com/2007/1105/p09s01-coop.html Willis, J. (2011). A Neurologist makes the case for video game model as a learning tool”. Brain based learning – Edutopia; http://www.edutopia.org/blog/neurologist-makes-case-video-game-model-learning-tool. |