Innovative Assessment Technologies in Educational Games Designed for Young Students

Author(s):  
Benö Csapó ◽  
András Lörincz ◽  
Gyöngyvér Molnár
2013 ◽  
Vol 221 (2) ◽  
pp. 90-97 ◽  
Author(s):  
John L. Sherry

Millions in taxpayer and foundation euros and dollars have been spent building and testing educational video games, games for health, and serious games. What have been the fruits of this frenzy of activity? What educational video game has had the reach and impact of Sesame Street or Blues Clues television shows? By comparison, the Children’s Television Workshop (CTW) managed to get Sesame Street off the ground within a couple of years, writing the basic scientific literature on educational media design in the process. Not only is Sesame Street well known and proven, it laid the basis for every effective educational show to follow. This article explores the differences between the CTW scientific approach to educational media production and the mostly nonscientific approach consuming so many resources in the educational games, games for health, and serious games movements. Fundamental scientific questions that remain unanswered are outlined.


2016 ◽  
Vol 3 (2) ◽  
pp. 1
Author(s):  
Seong Jeong ◽  
HongJun Ju ◽  
Hyo-Rim Choi ◽  
TaeYong Kim

Author(s):  
Roberto D. Hernández

This article addresses the meaning and significance of the “world revolution of 1968,” as well as the historiography of 1968. I critically interrogate how the production of a narrative about 1968 and the creation of ethnic studies, despite its world-historic significance, has tended to perpetuate a limiting, essentialized and static notion of “the student” as the primary actor and an inherent agent of change. Although students did play an enormous role in the events leading up to, through, and after 1968 in various parts of the world—and I in no way wish to diminish this fact—this article nonetheless argues that the now hegemonic narrative of a student-led revolt has also had a number of negative consequences, two of which will be the focus here. One problem is that the generation-driven models that situate 1968 as a revolt of the young students versus a presumably older generation, embodied by both their parents and the dominant institutions of the time, are in effect a sociosymbolic reproduction of modernity/coloniality’s logic or driving impulse and obsession with newness. Hence an a priori valuation is assigned to the new, embodied in this case by the student, at the expense of the presumably outmoded old. Secondly, this apparent essentializing of “the student” has entrapped ethnic studies scholars, and many of the period’s activists (some of whom had been students themselves), into said logic, thereby risking the foreclosure of a politics beyond (re)enchantment or even obsession with newness yet again.


2019 ◽  
Vol 8 (2) ◽  
pp. 157
Author(s):  
Enceng - Yana ◽  
Acep - Komara ◽  
Aan - Anisah

<p><strong>ABSTRAK</strong></p><p>Penelitian ini bertujuan untuk mengembangkan media pembelajaran akuntansi berbantuan <em>game</em> edukatif berbasis <em>android</em>, sehingga dihasilkan media pembelajaran akuntansi berupa <em>game</em> edukatif  yang  valid, praktis dan efektif. Model yang digunakan dalam penelitian  pengembangan ini adalah ADDIE<em>.</em> Teknik Pengumpulan data yang digunakan adalah angket dalam hal ini berupa lembar validasi, angket respons mahasiswa, test dan studi dokumentasi. Adapun teknik analisa data yang digunakan adalah teknik deskriptif persentase. Hasil penelitian ini menunjukan media pembelajaran <em>game </em>eduktif yang dikembangkan valid, praktis dan efektif sesuai dengan tujuan penelitian serta mampu meningkatkan kemampuan <em>analysis ability </em>mahasiswa khususnya pada pokok materi rekonsiliasi bank.</p><p><em><strong>ABSTRACT</strong></em></p><p><em>This research aims to develop accounting learning media assisted with android-based educational games, therefore, valid, practical and effective accounting learning media produced. The model used in this research development is ADDIE, while the techniques of data collection used are questionnaires in the form validation sheets, students' response sheets, tests, and documentation study. The technique of data analysis used is a descriptive percentage by changing the quantitative data to become percentage form. The results of this study indicate that the development of educational learning media is valid, practical, and effective, it is in accordance of the study and can improve students' skill in analyzing the ability especially on bank reconciliation subject.</em></p>


2013 ◽  
Vol 6 (4) ◽  
pp. 18-22
Author(s):  
Zohreh Shakibaei ◽  
◽  
Flora Rahimaghaee ◽  
Masoumeh Arish ◽  
◽  
...  

2016 ◽  
Author(s):  
Niño Vincent D. Rojo ◽  
Prime Donna C. Bagtaso ◽  
April Joy N. Caballero ◽  
Noel Sobejana
Keyword(s):  

2019 ◽  
Author(s):  
Hyung Yoon

UNSTRUCTURED This paper is a case study on the design of an educational game for the prevention of cyberbullying and an analysis of its educational effect. I selected a game titled “Angry Daddy,” which was developed based on the request of Korean government authority and analyzed the mode of development of the game and its educational effect. For this research, both qualitative and quantitative research methods were used. Moreover, advice regarding the game design was obtained from many experts belonging to various fields. Based on the analysis of the game design and its educational effect, it was confirmed that the following factors are important to design an educational game meant for the prevention of cyberbullying and to enhance its educational effect: First, cooperation between content experts and game development experts is essential to develop an educational game. Second, it should be verified whether the contents and the format of the game are appropriate by analyzing the play test results of the target audience. Third, it is essential to prepare a manual to guide teachers to apply the game to the field. Fourth, it was confirmed that educating students on sensitive topics like cyberbullying is very effective when educational games that make them feel and experience the outcomes of bullying are utilized. This research is expected to be helpful for future design of educational games and the research and development of the format of cyberbullying prevention education.


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