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It’s All in How You Play the Game: Increasing the Impact of Gameplay in Classrooms

It’s All in How You Play the Game: Increasing the Impact of Gameplay in Classrooms
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Author(s): Shani Reid (ICF International, USA), Helene Jennings (ICF International, USA)and Scot Osterweil (The Massachusetts Institute of Technology, USA)
Copyright: 2013
Pages: 14
Source title: Cases on Digital Game-Based Learning: Methods, Models, and Strategies
Source Author(s)/Editor(s): Youngkyun Baek (Boise State University, USA)and Nicola Whitton (Manchester Metropolitan University, UK)
DOI: 10.4018/978-1-4666-2848-9.ch021

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Abstract

The purpose of this chapter is to describe a study of the online learning game Lure of the Labyrinth. The game is unique in that it is based on a model for how learning games can be effectively used in classroom settings. Key components of the model include identifying games appropriate for the classroom, incorporating the game in a way that maximizes instructional time, and reconstructing the role of the teacher in game play lessons. The model was tested by 29 teachers in 80 middle school classroom, where 1,549 students were exposed to the game and its associated resources. In a quasi-experimental study of the impact of the game on student outcomes it was determined that students in school districts that more closely followed the game implementation model performed better than their comparison group.

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