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.