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digital learning can support formative assessment practices 16 —including wraparound features<br />

such as annotation tools and dashboards—and ways that games can identify more nuanced<br />

conclusions about student learning outcomes. 17<br />

INCORPORATING STUDENT INTERESTS: GAMES AND ASSESSMENT<br />

GlassLab creates and supports high-impact games that make learning visible by<br />

creating games, conducting research, and building infrastructure that lowers entry<br />

costs for new developers. For example, GlassLab has conducted a number of studies<br />

investigating the efficacy of games as a tool for learning and unobtrusive assessment.<br />

Students using GlassLab’s games regularly report that they persist in the face of<br />

challenging academic content in the games and that they feel ownership over their<br />

learning. SimCityEDU: Pollution Challenge!, one of GlassLab’s digital games, provides<br />

educators with the tools and content to engage students in real-world challenges<br />

faced by countries globally. The game focuses on the countries’ need to reduce<br />

dependence on cheaper, pollution-generating resources such as coal while at the<br />

same time growing their economies.<br />

In SimCityEDU: Pollution Challenge!, students play the role of a city mayor faced<br />

with a growing pollution problem and a shrinking economy. While learning how<br />

economic and environmental issues influence one another, students are assessed on<br />

their ability to problem-solve and understand relationships in complex systems. The<br />

GlassLab assessment system gathers evidence for students’ problem-solving and<br />

systems-thinking skills unobtrusively in the course of students’ gameplay by logging<br />

student activities. To support teacher facilitation, and enrich teacher-student interactions,<br />

the game also includes lessons plans, teacher and student dashboards, and<br />

student data reporting.<br />

EMBEDDING ASSESSMENT: UNDERSTANDING MIDDLE SCHOOL STUDENTS’<br />

KNOWLEDGE OF PHYSICS CONCEPTS<br />

Valerie Shute, the Mack and Effie Campbell Tyner Endowed Professor in Education<br />

at Florida State University, is studying the impact of video games on learning, with a<br />

focus on building a greater understanding of the future of embedded assessment.<br />

One study conducted by Shute and her colleagues of middle school students focused<br />

on the acquisition and embedded assessment of physics concepts by having students<br />

play the relatively simple video game, Newton’s Playground. Players guide a ball to a<br />

balloon across a set of increasingly challenging two-dimensional environments involving<br />

the placement and manipulation of ramps, pendulums, levers, and springboards.<br />

After taking a traditional pre-test and answering a background questionnaire to assess<br />

prior knowledge, students played the game during six class periods—about four hours in<br />

total—and concluded their participation by completing a traditional post-test.<br />

Newton’s Playground generates detailed log files as students play, capturing data<br />

such as time spent on the level, number of restarts of the level, total number of<br />

objects used in a solution attempt, whether the solution ultimately worked, and the<br />

trajectory of the ball. Each of these data points provides information that the game<br />

uses to make inferences about how well each student is doing in the game and to<br />

gauge the student’s current understanding of the physics concepts being taught.<br />

On the basis of analyses of the pre- and post-test data, game log files, and the background<br />

questionnaire, Shute and her colleagues demonstrated the following:<br />

• Students playing the game improved their conceptual physics understanding.<br />

• Students who were more engaged in playing the game learned more than those<br />

who were less engaged.<br />

OFFICE OF Educational Technology<br />

58

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