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Horwitz, Paul; Reichsman, Frieda; Lord, Trudi; Dorsey, Chad; Wiebe, Eric; Lester, James – Technology, Knowledge and Learning, 2023
Studies of educational games often treat them as "black boxes" (Black and Wiliam in Phi Delta Kappan 80: 139-48, 1998; Buckley et al. in Int J LearnTechnol 5:166-190, 2010; Buckley et al. in J Sci Educ Technol 13: 23-41, 2010) and measure their effectiveness by exposing a treatment group of students to the game and comparing their…
Descriptors: Educational Games, Genetics, Middle School Students, High School Students
Henderson, Nathan; Acosta, Halim; Min, Wookhee; Mott, Bradford; Lord, Trudi; Reichsman, Frieda; Dorsey, Chad; Wiebe, Eric; Lester, James – International Educational Data Mining Society, 2022
Stealth assessment in game-based learning environments has demonstrated significant promise for predicting student competencies and learning outcomes through unobtrusive data capture of student gameplay interactions. However, as machine learning techniques for student competency modeling have increased in complexity, the need for substantial data…
Descriptors: Evaluation Methods, Game Based Learning, Educational Environment, Learning Strategies
Geden, Michael; Emerson, Andrew; Carpenter, Dan; Rowe, Jonathan; Azevedo, Roger; Lester, James – International Journal of Artificial Intelligence in Education, 2021
Game-based learning environments are designed to provide effective and engaging learning experiences for students. Predictive student models use trace data extracted from students' in-game learning behaviors to unobtrusively generate early assessments of student knowledge and skills, equipping game-based learning environments with the capacity to…
Descriptors: Game Based Learning, Middle School Students, Microbiology, Secondary School Science
Henderson, Nathan; Kumaran, Vikram; Min, Wookhee; Mott, Bradford; Wu, Ziwei; Boulden, Danielle; Lord, Trudi; Reichsman, Frieda; Dorsey, Chad; Wiebe, Eric; Lester, James – International Educational Data Mining Society, 2020
In recent years, game-based learning has shown significant promise for creating engaging and effective learning experiences. Developing models that can predict whether students will struggle with mastering certain concepts could guide adaptive support to assist students with mastering those concepts. Game-based learning environments offer…
Descriptors: Competency Based Education, Game Based Learning, Student Evaluation, Evaluation Methods
Cloude, Elizabeth B.; Carpenter, Dan; Dever, Daryn A.; Azevedo, Roger; Lester, James – Journal of Learning Analytics, 2021
Reflection is critical for adolescents' problem solving and learning in game-based learning environments (GBLEs). Yet challenges exist in the literature because most studies lack a theoretical perspective and clear operational definition to inform how and when reflection should be scaffolded during game-based learning. In this paper, we address…
Descriptors: Game Based Learning, Video Games, Learning Analytics, Microbiology
Spain, Randall; Penilla, Carlos; Ozer, Elizabeth; Taylor, Robert; Ringstaff, Cathy; Lester, James – Journal of STEM Outreach, 2021
The COVID-19 pandemic produced a dramatic nationwide shift in K-12 education from in-person classroom learning to remote online learning. This shift left teachers and parents facing the challenge of finding engaging online resources to motivate students to become deeply involved in science learning. The pandemic also left educators and…
Descriptors: Game Based Learning, COVID-19, Pandemics, School Closing