Using Digital Games As Assessment And Instruction Tools
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Author | : Ryan L, Schaaf |
Publisher | : Solution Tree Press |
Total Pages | : 80 |
Release | : 2015-05-11 |
Genre | : Education |
ISBN | : 1936764520 |
Combine hard work and deep fun in classrooms with digital game–based learning. Students of the always-on generation gain information through different tools and learn differently than generations before them. Discover how to incorporate digital games and use them to craft engaging, academically applicable classroom activities that address content standards and revitalize learning for both teachers and students.
Author | : Katrin Becker |
Publisher | : Springer |
Total Pages | : 429 |
Release | : 2016-09-29 |
Genre | : Education |
ISBN | : 3319122231 |
This book presents an in-depth overview of the uses of digital games in education, from K-12 up through post-secondary. Beginning with a look at the history of games in education and the context for digital games, this book guides readers through various methods of serious game implementation, including the Magic Bullet Model, which focuses on the player's point of view of the game experience. The book also includes methods of measuring the effects of games in education and guidance on creating digital game-based learning lesson plans.
Author | : Dirk Ifenthaler |
Publisher | : Springer Science & Business Media |
Total Pages | : 476 |
Release | : 2012-06-13 |
Genre | : Education |
ISBN | : 1461435463 |
The capabilities and possibilities of emerging game-based learning technologies bring about a new perspective of learning and instruction. This, in turn, necessitates alternative ways to assess the kinds of learning that is taking place in the virtual worlds or informal settings. accordingly, aligning learning and assessment is the core for creating a favorable and effective learning environment. The edited volume will cover the current state of research, methodology, assessment, and technology of game-based learning. There will be contributions from international distinguished researchers which will present innovative work in the areas of educational psychology, educational diagnostics, educational technology, and learning sciences. The edited volume will be divided into four major parts.
Author | : J. D. Fletcher |
Publisher | : IAP |
Total Pages | : 564 |
Release | : 2011-05-01 |
Genre | : Technology & Engineering |
ISBN | : 1617354104 |
There is intense interest in computer games. A total of 65 percent of all American households play computer games, and sales of such games increased 22.9 percent last year. The average amount of game playing time was found to be 13.2 hours per week. The popularity and market success of games is evident from both the increased earnings from games, over $7 Billion in 2005, and from the fact that over 200 academic institutions worldwide now offer game related programs of study. In view of the intense interest in computer games educators and trainers, in business, industry, the government, and the military would like to use computer games to improve the delivery of instruction. Computer Games and Instruction is intended for these educators and trainers. It reviews the research evidence supporting use of computer games, for instruction, and also reviews the history of games in general, in education, and by the military. In addition chapters examine gender differences in game use, and the implications of games for use by lower socio-economic students, for students’ reading, and for contemporary theories of instruction. Finally, well known scholars of games will respond to the evidence reviewed.
Author | : Valerie Jean Shute |
Publisher | : MIT Press |
Total Pages | : 102 |
Release | : 2013 |
Genre | : Education |
ISBN | : 0262518813 |
An approach to performance-based assessments that embeds assessments in digital games in order to measure how students are progressing toward targeted goals. To succeed in today's interconnected and complex world, workers need to be able to think systemically, creatively, and critically. Equipping K-16 students with these twenty-first-century competencies requires new thinking not only about what should be taught in school but also about how to develop valid assessments to measure and support these competencies. In Stealth Assessment, Valerie Shute and Matthew Ventura investigate an approach that embeds performance-based assessments in digital games. They argue that using well-designed games as vehicles to assess and support learning will help combat students' growing disengagement from school, provide dynamic and ongoing measures of learning processes and outcomes, and offer students opportunities to apply such complex competencies as creativity, problem solving, persistence, and collaboration. Embedding assessments within games provides a way to monitor players' progress toward targeted competencies and to use that information to support learning. Shute and Ventura discuss problems with such traditional assessment methods as multiple-choice questions, review evidence relating to digital games and learning, and illustrate the stealth-assessment approach with a set of assessments they are developing and embedding in the digital game Newton's Playground. These stealth assessments are intended to measure levels of creativity, persistence, and conceptual understanding of Newtonian physics during game play. Finally, they consider future research directions related to stealth assessment in education.
Author | : Marc Prensky |
Publisher | : Paragon House |
Total Pages | : 464 |
Release | : 2007-03-01 |
Genre | : Education |
ISBN | : 9781557788634 |
Today's workforce is quicker, sharper, more visually oriented, and more technology-savvy than ever. To truly benefit from the Digital Natives' learning power and enthusiasm, traditional training methods must adapt to the way people learn today. Written by the founder of Games2train, this innovative book is filled with examples and information to meet the demands of both educators and employers.
Author | : Kennedy, Eugene |
Publisher | : IGI Global |
Total Pages | : 315 |
Release | : 2019-11-29 |
Genre | : Education |
ISBN | : 1799811751 |
Advances in technology and media have fundamentally changed the way people perceive research, how research studies are conducted, and the ways data are analyzed/how the findings are presented. Emerging internet-enabled technological tools have enhanced and transformed research in education and the way educators must adapt to conduct future studies. Advancing Educational Research With Emerging Technology provides innovative insights into cutting-edge and long-standing digital tools in educational research and addresses theoretical, methodological, and ethical dimensions in doing research in the digital world. The content within this publication examines such topics as computational linguistics, individualized learning, and mobile technologies. The design of this publication is suited for students, professors, higher education faculty, deans, academicians, researchers, and practitioners looking to expand their research through the use of a broad range of digital tools and resources.
Author | : Greg Toppo |
Publisher | : St. Martin's Press |
Total Pages | : 258 |
Release | : 2015-04-21 |
Genre | : Computers |
ISBN | : 1466879459 |
What if schools, from the wealthiest suburban nursery school to the grittiest urban high school, thrummed with the sounds of deep immersion? More and more people believe that can happen - with the aid of video games. Greg Toppo's The Game Believes in You presents the story of a small group of visionaries who, for the past 40 years, have been pushing to get game controllers into the hands of learners. Among the game revolutionaries you'll meet in this book: *A game designer at the University of Southern California leading a team to design a video-game version of Thoreau's Walden Pond. *A young neuroscientist and game designer whose research on "Math Without Words" is revolutionizing how the subject is taught, especially to students with limited English abilities. *A Virginia Tech music instructor who is leading a group of high school-aged boys through the creation of an original opera staged totally in the online game Minecraft. Experts argue that games do truly "believe in you." They focus, inspire and reassure people in ways that many teachers can't. Games give people a chance to learn at their own pace, take risks, cultivate deeper understanding, fail and want to try again—right away—and ultimately, succeed in ways that too often elude them in school. This book is sure to excite and inspire educators and parents, as well as provoke some passionate debate.
Author | : Cathy Vatterott |
Publisher | : ASCD |
Total Pages | : 143 |
Release | : 2015-07-13 |
Genre | : Education |
ISBN | : 1416620524 |
Grading systems often reward on-time task completion and penalize disorganization and bad behavior. Despite our best intentions, grades seem to reflect student compliance more than student learning and engagement. In the process, we inadvertently subvert the learning process. After careful research and years of experiences with grading as a teacher and a parent, Cathy Vatterott examines and debunks traditional practices and policies of grading in K–12 schools. She offers a new paradigm for standards-based grading that focuses on student mastery of content and gives concrete examples from elementary, middle, and high schools. Rethinking Grading will show all educators how standards-based grading can authentically reflect student progress and learning—and significantly improve both teaching and learning. Cathy Vatterott is an education professor and researcher at the University of Missouri-St. Louis, a former middle school teacher and principal, and a parent of a college graduate. She has learned from her workshops that "grading continues to be the most contentious part . . . conjuring up the most intense emotions and heated disagreements." Vatterott is also the author of the book Rethinking Homework: Best Practices That Support Diverse Needs.
Author | : Ferdig, Richard E. |
Publisher | : IGI Global |
Total Pages | : 1762 |
Release | : 2008-07-31 |
Genre | : Technology & Engineering |
ISBN | : 1599048116 |
"This book presents a framework for understanding games for educational purposes while providing a broader sense of current related research. This creative and advanced title is a must-have for those interested in expanding their knowledge of this exciting field of electronic gaming"--Provided by publisher.