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January 2012 Volume 15 Number 1 - Educational Technology ...

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gamers were boys, and 35% were girls. What is not clear is whether and how middle school age boys or girls<br />

experience or express presence as manifested through game play.<br />

Design and Implementation of Modules for Assessing Science in Middle School<br />

SAVE Science is a five-year, National Science Foundation-supported research project in which we are developing a<br />

series of VE-based game modules to test whether a VE can be used to assess middle school students’ understanding<br />

of scientific content and inquiry. The typical assessment of science knowledge in the United States uses objective<br />

type test items tied to a scenario presented in written format with minimal pictures. These types of tests are expected<br />

to assess content knowledge, but indeed also test for reading skills. Hence, they are difficult for children who cannot<br />

read, are not reading on grade level, or have limited English proficiency as an English language learner (ELL). The<br />

SAVE Science project is investigating whether students perform better on situated, context-based assessments as<br />

opposed to the traditional text-based tests that test reading skills as much as science.<br />

The SAVE Science assessments are designed to assess individual student’s understanding of local district middle<br />

grades (11-14 year olds) curricula. Working with district administrators and teachers, we have identified and are<br />

designing around concepts that are currently not well-assessed on state and district high stakes tests. Our design<br />

process has two interconnected aspects: the problem scenario that tests individual concepts and the instructional<br />

game design which gives context to the problem scenario and provides immersion and presence for the participants.<br />

At the time of this study, we have designed two SAVE Science assessment modules for seventh graders based in a<br />

medieval world called Scientopolis (see Figure 1). Students work individually through the modules because they are<br />

designed as assessments, or tests, where students do not collaborate with other students to solve the problem, just as<br />

they would in a test in school.<br />

Figure 1. The town of Scientopolis<br />

Figure 2. Sheep Trouble overview<br />

In both assessment modules, students are met by a local computer-based character who presents the problem scenario<br />

to students and creates the motivational prompt for them. In the first module, “Sheep Trouble,” students are asked to<br />

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