Deep assessment: an exploratory study of game-based, multimodal learning in Epidemic

n this study, we examine what and how intermediate age students learned from playing in a health-focused game-based digital learning environment, Epidemic. Epidemic is a playful interactive environment designed to deliver factual knowledge, invite critical understanding, and encourage effective self...

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Main Authors: Jennifer Jenson, Suzzane de Castell, Kurt Thumlert, Rachel Muehrer
Format: Article
Language:English
Published: Digital Culture & Education (DCE) 2016-03-01
Series:Digital Culture & Education
Subjects:
Online Access:http://www.digitalcultureandeducation.com/uncategorized/jensen-html/
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spelling doaj-467e569d89e046e18c07a00998cc70ce2020-11-25T01:30:44ZengDigital Culture & Education (DCE)Digital Culture & Education 1836-83011836-83012016-03-0181Deep assessment: an exploratory study of game-based, multimodal learning in EpidemicJennifer JensonSuzzane de CastellKurt ThumlertRachel Muehrern this study, we examine what and how intermediate age students learned from playing in a health-focused game-based digital learning environment, Epidemic. Epidemic is a playful interactive environment designed to deliver factual knowledge, invite critical understanding, and encourage effective self-care practices in dealing with viral contagious diseases, using a social networking interface to integrate both serious games and game-like multimodal design projects. Epidemic invites a playful approach to its deadly serious core concern – communicable disease – in order to see what happens when students are encouraged to critically approach information from multiple or contradictory perspectives. To identify what participants learned while interacting within Epidemic, we deployed two instructional and assessment models, noting the differences each instructional approach could potentially make, and what approach to assessment might help us evaluate game-based learning. We found that each approach provided importantly different perspectives on what and how students learned, and on the very meaning of student success. Recognizing that traditional assessment tools based in print-cultural literacy may prove increasingly ill-suited for assessing emergent multimodal literacies in game-based learning environments, this study seeks to contribute to a growing body of work on the development of novel assessments for learning.http://www.digitalcultureandeducation.com/uncategorized/jensen-html/educational assessmenteducational mediainteractive learning environmentsgame-based learningmultimodal literaciesserious play
collection DOAJ
language English
format Article
sources DOAJ
author Jennifer Jenson
Suzzane de Castell
Kurt Thumlert
Rachel Muehrer
spellingShingle Jennifer Jenson
Suzzane de Castell
Kurt Thumlert
Rachel Muehrer
Deep assessment: an exploratory study of game-based, multimodal learning in Epidemic
Digital Culture & Education
educational assessment
educational media
interactive learning environments
game-based learning
multimodal literacies
serious play
author_facet Jennifer Jenson
Suzzane de Castell
Kurt Thumlert
Rachel Muehrer
author_sort Jennifer Jenson
title Deep assessment: an exploratory study of game-based, multimodal learning in Epidemic
title_short Deep assessment: an exploratory study of game-based, multimodal learning in Epidemic
title_full Deep assessment: an exploratory study of game-based, multimodal learning in Epidemic
title_fullStr Deep assessment: an exploratory study of game-based, multimodal learning in Epidemic
title_full_unstemmed Deep assessment: an exploratory study of game-based, multimodal learning in Epidemic
title_sort deep assessment: an exploratory study of game-based, multimodal learning in epidemic
publisher Digital Culture & Education (DCE)
series Digital Culture & Education
issn 1836-8301
1836-8301
publishDate 2016-03-01
description n this study, we examine what and how intermediate age students learned from playing in a health-focused game-based digital learning environment, Epidemic. Epidemic is a playful interactive environment designed to deliver factual knowledge, invite critical understanding, and encourage effective self-care practices in dealing with viral contagious diseases, using a social networking interface to integrate both serious games and game-like multimodal design projects. Epidemic invites a playful approach to its deadly serious core concern – communicable disease – in order to see what happens when students are encouraged to critically approach information from multiple or contradictory perspectives. To identify what participants learned while interacting within Epidemic, we deployed two instructional and assessment models, noting the differences each instructional approach could potentially make, and what approach to assessment might help us evaluate game-based learning. We found that each approach provided importantly different perspectives on what and how students learned, and on the very meaning of student success. Recognizing that traditional assessment tools based in print-cultural literacy may prove increasingly ill-suited for assessing emergent multimodal literacies in game-based learning environments, this study seeks to contribute to a growing body of work on the development of novel assessments for learning.
topic educational assessment
educational media
interactive learning environments
game-based learning
multimodal literacies
serious play
url http://www.digitalcultureandeducation.com/uncategorized/jensen-html/
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AT kurtthumlert deepassessmentanexploratorystudyofgamebasedmultimodallearninginepidemic
AT rachelmuehrer deepassessmentanexploratorystudyofgamebasedmultimodallearninginepidemic
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