Challenges with Measuring Learning through Digital Gameplay in K-12 Classrooms

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...

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Bibliographic Details
Main Authors: Cristyne Hebert, Jennifer Jenson, Katrina Fong
Format: Article
Language:English
Published: Cogitatio 2018-06-01
Series:Media and Communication
Subjects:
Online Access:https://www.cogitatiopress.com/mediaandcommunication/article/view/1366
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spelling doaj-cb67552f9c4044c1bb47737ebe40814d2020-11-25T00:56:06ZengCogitatioMedia and Communication2183-24392018-06-016211212510.17645/mac.v6i2.1366732Challenges with Measuring Learning through Digital Gameplay in K-12 ClassroomsCristyne Hebert0Jennifer Jenson1Katrina Fong2Faculty of Education, York University, CanadaFaculty of Education, York University, CanadaDepartment of Psychology, York University, CanadaVideogames 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.https://www.cogitatiopress.com/mediaandcommunication/article/view/1366assessmentdigital gamesgame-based learninggames
collection DOAJ
language English
format Article
sources DOAJ
author Cristyne Hebert
Jennifer Jenson
Katrina Fong
spellingShingle Cristyne Hebert
Jennifer Jenson
Katrina Fong
Challenges with Measuring Learning through Digital Gameplay in K-12 Classrooms
Media and Communication
assessment
digital games
game-based learning
games
author_facet Cristyne Hebert
Jennifer Jenson
Katrina Fong
author_sort Cristyne Hebert
title Challenges with Measuring Learning through Digital Gameplay in K-12 Classrooms
title_short Challenges with Measuring Learning through Digital Gameplay in K-12 Classrooms
title_full Challenges with Measuring Learning through Digital Gameplay in K-12 Classrooms
title_fullStr Challenges with Measuring Learning through Digital Gameplay in K-12 Classrooms
title_full_unstemmed Challenges with Measuring Learning through Digital Gameplay in K-12 Classrooms
title_sort challenges with measuring learning through digital gameplay in k-12 classrooms
publisher Cogitatio
series Media and Communication
issn 2183-2439
publishDate 2018-06-01
description 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 generally.
topic assessment
digital games
game-based learning
games
url https://www.cogitatiopress.com/mediaandcommunication/article/view/1366
work_keys_str_mv AT cristynehebert challengeswithmeasuringlearningthroughdigitalgameplayink12classrooms
AT jenniferjenson challengeswithmeasuringlearningthroughdigitalgameplayink12classrooms
AT katrinafong challengeswithmeasuringlearningthroughdigitalgameplayink12classrooms
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