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Empowering Educators: Supporting Student Progress in the Classroom with Digital Games (Part 2)

dc.contributor.authorFishman, Barry
dc.contributor.authorRiconscente, Michelle
dc.contributor.authorSnider, Rachel
dc.contributor.authorTsai, T.
dc.contributor.authorPlass, Jan
dc.date.accessioned2024-02-26T18:33:00Z
dc.date.available2024-02-26T18:33:00Z
dc.date.issued2015
dc.identifier.citationFishman, B., Riconscente, M., Snider, R., Tsai, T., & Plass, J. (2015). Empowering Educators: Supporting Student Progress in the Classroom with Digital Games (Part 2). Ann Arbor: University of Michigan. gamesandlearning.umich.edu/agamesen_US
dc.identifier.urihttps://hdl.handle.net/2027.42/192498en
dc.descriptionPART 2: Case Studies of Game Features Used to Support Formative Assessment Practicesen_US
dc.description.abstractThere is growing interest in the use of digital games as part of K-12 teachers’ classroom instruction. For example, in Washington State, legislation 1 is being considered to create a pilot program for integrating games into the school curriculum. And in the fall of 2014, the White House and U.S. Department of Education hosted a game jam 2 to encourage and promote the development of learning games. As with all educational technologies, the most frequently asked question is, “Do they work?” The answer — and the question itself is complex. Work for what purpose? To help students learn? Learn what? Core content knowledge or 21st century skills? Or is the purpose to engage students? In comparison to what? As with all educational technologies, the real answer to any of these questions is, “It depends.” It depends on lots of factors, including the features of the game and, most importantly, what teachers do with those features as part of their instruction. The A-GAMES project (Analyzing Games for Assessment in Math, ELA/Social Studies, and Science), a collaboration between the University of Michigan and New York University, studied how teachers actually use digital games in their teaching to support formative assessment.en_US
dc.description.sponsorshipThe Bill and Melinda Gates Foundationen_US
dc.language.isoen_USen_US
dc.relation.ispartofseriesPart 2: Case Studies of Game Features Used to Support Formative Assessment Practicesen_US
dc.rightsAttribution-NonCommercial-ShareAlike 4.0 International*
dc.rights.urihttp://creativecommons.org/licenses/by-nc-sa/4.0/*
dc.subjectgames, learningen_US
dc.titleEmpowering Educators: Supporting Student Progress in the Classroom with Digital Games (Part 2)en_US
dc.typeTechnical Reporten_US
dc.subject.hlbsecondlevelEducation
dc.subject.hlbtoplevelSocial Sciences
dc.contributor.affiliationumEducation, School ofen_US
dc.contributor.affiliationotherNew York Universityen_US
dc.contributor.affiliationumcampusAnn Arboren_US
dc.description.bitstreamurlhttp://deepblue.lib.umich.edu/bitstream/2027.42/192498/1/A-GAMES Part II Case Studies.pdf
dc.identifier.doihttps://dx.doi.org/10.7302/22404
dc.description.mapping4ae71d2a-01c0-4084-84c3-c32ce960e81cen_US
dc.identifier.orcidorcid.org/0000-0003-2464-1999en_US
dc.description.filedescriptionDescription of A-GAMES Part II Case Studies.pdf : PART 2: Case Studies
dc.description.depositorSELFen_US
dc.identifier.name-orcidFishman, Barry Jay; 0000-0003-2464-1999en_US
dc.working.doi10.7302/22404en_US
dc.owningcollnameEducation, School of


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