Archive for the ‘Games’ Category

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

In 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 […]

Download Report: Gaming and Gamers

49% of American adults ever play video games, and 10% consider themselves gamers. Public attitudes toward games – and the people who play them – are complex and often uncertain. Pew Research Center

Facilitating dialog in the game-based learning classroom: Teacher challenges reconstructing professional identity

Despite widespread interest in the use of digital games to engage students and enhance the quality of student learning, the teacher’s perspective has been less extensively studied. The challenges that teachers face when enacting authentic game-based learning predicated on dialogic pedagogy in the classroom offer powerful opportunities for professional learning despite potentially engendering stressful experiences. […]

Can I Say Something? The Effects of Digital Gameplay on Willingness to Communicate

This paper reports on a study into the effects of digital game play on learners’ Willingness to Communicate (WTC), or individuals’ “readiness to enter into discourse at a particular time with a specific person or persons, using a L2” (MacIntyre, Dörnyei, Clément, & Noels, 1998, p. 547). Thirty Thai learners of English as a foreign […]

Digital Gaming and Language Learning: Autonomy and Community

The relationship between digital game play and second language (L2) learning is a particularly tricky issue in East Asia. Though there is an emerging presence of Chinese online games, many more young people are playing the English- or Japanese-language versions of the most popular commercial off-the-shelf (COTS) video games. In other words, most Chinese gamers […]

Undertaking an Ecological Approach to Advance Game-Based Learning: A Case Study

Systematic incorporation of digital games in schools is largely unexplored. This case study explored the ecological conditions necessary for implementing a game-based learning course by examining the interaction between three domains (the innovator, the innovation, and the context). From January-April 2012, one in-service teacher learned and applied the Play Curricular activity Reflection Discussion (PCaRD) pedagogical […]

Game-Based Assessment of Persistence

Interest in 21st century skills has brought concomitant interest in ways to teach and measure them. Games hold promise in these areas, but much of their potential has yet to be proven, and there are few examples of how to use the rich data from games to make inferences about players’ knowledge, skills, and attributes. […]

An Investigation of the Interrelationships between Motivation, Engagement, and Complex Problem Solving in Game-based Learning

Digital game-based learning, especially massively multiplayer online games, has been touted for its potential to promote student motivation and complex problem-solving competency development. However, current evidence is limited to anecdotal studies. The purpose of this empirical investigation is to examine the complex interplay between learners’ motivation, engagement, and complex problem-solving outcomes during game-based learning. A […]

Playing to learn: Panelists at Stanford discussion say using games as an educational tool provides opportunities for deeper learning

Interaction and opportunities to make choices are among the virtues of the new generation of educational games, experts say. Stanford University Press Release

Students’ Video Game Tests New Artificial-Intelligence Engine — at the Prom

Few rituals conjure a storm of emotions like the high-school prom. Some remember the night forever, and others try to forget it as soon as they leave the gym.Wired CampusFull Article