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[journal article]

dc.contributor.authorFong, Katrinade
dc.contributor.authorJenson, Jenniferde
dc.contributor.authorHebert, Cristynede
dc.date.accessioned2018-07-04T08:47:38Z
dc.date.available2018-07-04T08:47:38Z
dc.date.issued2018de
dc.identifier.issn2183-2439de
dc.identifier.urihttps://www.ssoar.info/ssoar/handle/document/57818
dc.description.abstractVideogames 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.en
dc.languageende
dc.subject.ddcPublizistische Medien, Journalismus,Verlagswesende
dc.subject.ddcNews media, journalism, publishingen
dc.subject.ddcBildung und Erziehungde
dc.subject.ddcEducationen
dc.titleChallenges with measuring learning through digital gameplay in K-12 classroomsde
dc.description.reviewbegutachtet (peer reviewed)de
dc.description.reviewpeer revieweden
dc.identifier.urlhttps://www.cogitatiopress.com/mediaandcommunication/article/view/1366de
dc.source.journalMedia and Communication
dc.source.volume6de
dc.publisher.countryMISC
dc.source.issue2de
dc.subject.classozinteraktive, elektronische Mediende
dc.subject.classozInteractive, electronic Mediaen
dc.subject.classozUnterricht, Didaktikde
dc.subject.classozCurriculum, Teaching, Didacticsen
dc.subject.thesozSpielde
dc.subject.thesozplayingen
dc.subject.thesozVideode
dc.subject.thesozvideoen
dc.subject.thesozDigitalisierungde
dc.subject.thesozdigitalizationen
dc.subject.thesozComputerspielde
dc.subject.thesozcomputer gameen
dc.subject.thesozLernende
dc.subject.thesozlearningen
dc.subject.thesozSchulede
dc.subject.thesozschoolen
dc.identifier.urnurn:nbn:de:0168-ssoar-57818-6
dc.rights.licenceCreative Commons - Namensnennung 4.0de
dc.rights.licenceCreative Commons - Attribution 4.0en
internal.statusformal und inhaltlich fertig erschlossende
internal.identifier.thesoz10045837
internal.identifier.thesoz10061598
internal.identifier.thesoz10063943
internal.identifier.thesoz10058702
internal.identifier.thesoz10042988
internal.identifier.thesoz10034311
dc.type.stockarticlede
dc.type.documentZeitschriftenartikelde
dc.type.documentjournal articleen
dc.source.pageinfo112-125de
internal.identifier.classoz1080404
internal.identifier.classoz10614
internal.identifier.journal793
internal.identifier.document32
internal.identifier.ddc070
internal.identifier.ddc370
dc.source.issuetopicGames matter?: current theories and studies on digital gamesde
dc.identifier.doihttps://doi.org/10.17645/mac.v6i2.1366de
dc.description.pubstatusVeröffentlichungsversionde
dc.description.pubstatusPublished Versionen
internal.identifier.licence16
internal.identifier.pubstatus1
internal.identifier.review1
internal.dda.referencehttps://www.cogitatiopress.com/mediaandcommunication/oai/@@oai:ojs.cogitatiopress.com:article/1366
internal.check.abstractlanguageharmonizerCERTAIN
internal.check.languageharmonizerCERTAIN_RETAINED


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