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Tuesday, July 7 • 10:00am - 12:00pm
AM3: Examining the Potential of Formative Assessments in Game-Based Learning

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Research shows that digital games are an ideal vehicle to engage students and help 
teachers assess more frequently and more effectively. Embedded assessments 
immersed in games gives teachers actionable data and promote feedback. 
Additionally, students are motivated by game reports that provide greater 
understanding of challenges and successes. 

But for learning games to live up to this promise, a few key questions must be asked. 
What are the design features that educational game developers think about when 
integrating assessments? What is valuable information for both the student and the 
teacher? How do you prove mastery? These questions, along with a new study from 
the A-GAMES Project, will be discussed with Classroom, Inc. and BrainPOP—two 
organizations designing, developing, and distributing learning games. Participants 
will examine Classroom, Inc.’s literacy-based digital learning games and BrainPOP’s 
game-based assessment tools including SnapThought and Sortify. 

Both of these organizations were involved in the research study from the A-GAMES 
Project, which includes useful findings for game developers, researchers studying 
the impact of learning games, and educators who can learn about integrating games 
into the classroom. Leveraging the expertise of these two organizations, along with 
the new research, this hands-on workshop will focus on building a student-centered 
approach to learning through effective use of formative assessments found in 
learning games. 

Overview of Workshop Procedure & Format

Classroom, Inc. and BrainPOP will first present on how games are designed the 
teacher in mind—from alignment with rigorous standards to reinforcing 
lessons—as well as with the student in mind by seamlessly weaving assessments 
into game experiences and providing feedback. 

As a group, attendees will play the digital games, examine data from a sample class 
in an online teacher dashboard, and formulate next instructional steps. During the 
session, we will brainstorm the conversations that this data can spur between 
teacher and student. Participants will discuss how daily classroom demands can be 
addressed using game-based learning, as well as potential barriers that might exist 
and how to overcome those barriers. Using the case studies from the A-GAMES 
Project, BrainPOP and Classroom, Inc. will facilitate the discussion noting the major 
findings and engaging participants on their own feedback after exploring the games.


Jessica Millstone

Director of Engagement, BrainPOP

Tuesday July 7, 2015 10:00am - 12:00pm

Attendees (19)