Using Digital Games as Assessment and Instruction Tools. Ryan L, Schaaf
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Solutions for Digital Learner-Centered Classrooms
Using Digital Games as Assessment and Instruction Tools
Ryan L. Schaaf
Copyright © 2015 by Solution Tree Press
All rights reserved, including the right of reproduction of this book in whole or in part in any form.
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Printed in the United States of America
19 18 17 16 15 1 2 3 4 5
Library of Congress Cataloging-in-Publication Data
Schaaf, Ryan L.
Using digital games as assessment and instruction tools / Ryan L. Schaaf.
pages cm. -- (Solutions)
Includes bibliographical references.
ISBN 978-1-935542-53-7 (perfect bound) 1. Educational games. 2. Simulation games in education. 3. Education (Elementary)--Computer-assisted instruction. 4. Education (Secondary)--Computer-assisted instruction. I. Title.
LB1029.G3S35 2015
371.33’7--dc23
2015007947
Solution Tree Jeffrey C. Jones, CEO Edmund M. Ackerman, President
Solution Tree Press President: Douglas M. Rife Associate Acquisitions Editor: Kari Gillesse Editorial Director: Lesley Bolton Managing Production Editor: Caroline Weiss Copy Editor: Ashante K. Thomas Text and Cover Designer: Rian Anderson
I dedicate this book to my beautiful wife, Rachel. Thank you for helping me fulfill my dreams and conquer life’s challenges. To my loving boys—grow up into good men who treat people with dignity and respect. To my family and friends—thank you for sticking with me through my battle with cancer. To Ian, Nicky, and Notre Dame of Maryland University—thank you for helping me grow as a professional in the academic realm. I would like to thank the Solution Tree team for its help with this project, specifically Jeff Jones, Edmund Ackerman, Douglas Rife, Kari Gillesse, Ashante Thomas, Rian Anderson, and Jessi Finn.
Acknowledgments
I would like to acknowledge the support of InfoSavvy21 in this unique endeavor. In regards to the Digital Learning Game Database (DLGD), I would like to acknowledge Devin DeLange and her hard work assisting me with creating a great resource for educators interested in incorporating digital gaming into instruction.
Visit go.solution-tree.com/technology to access materials related to this book.
Table of Contents
Introduction: The Gamer in All of Us
From Entertainment to Edutainment to Education
Chapter 1: Finding Good Digital Games—Where to Look
Web Browser–Based Games
Sheppard Software
PBS KIDS Games
Mr. Nussbaum
National Geographic Kids
Poptropica
Funbrain
PrimaryGames
ABCya.com
Arcademic Skill Builders
Games for Change
PowerMyLearning
The Stacks
Facilitate Gaming Experiences With Browser-Based Games
Steam
Gaming Consoles
App Markets: Tablets and Smartphones
The Oregon Trail: American Settler
Angry Birds
VocabularySpellingCity
DragonBox Algebra 5+
Powers of Minus Ten
ThinkerToy: Shapes
Math Duel: 2 Player Math Game
Bridge Constructor
The Most Popular Strategy for Finding Digital Games
Chapter 2: Evaluating and Field Testing Digital Games
Learning With Digital Games: Strategies That Work
Lesson Motivation
Free Play
Baseline to Finish Line
Setting a Mental Stage
Gaming With Anticipation
Teams and Tournaments
A Learning Event
The “Long Experience” of Playing and Learning
Minecraft and MinecraftEdu
The Sandbox and The Sandbox EDU
WoW in School
Lure of the Labyrinth
Chapter 3: Gaming and Instructional Assessment
Summative Assessment
Repetition: Test-Taking Preparation and Review
Formative Assessment
Stealth Assessment
Learning Analytics
Takeaways for Readers
Takeaway 1: Five Educational Super Blogs for Digital Learning
Takeaway 2: Evernote Public Notebook