Reference Hub1
Evaluating Games in Classrooms: A Case Study with DOGeometry

Evaluating Games in Classrooms: A Case Study with DOGeometry

Günter Wallner, Simone Kriglstein, Johannes Biba
ISBN13: 9781466628489|ISBN10: 1466628480|EISBN13: 9781466628496
DOI: 10.4018/978-1-4666-2848-9.ch024
Cite Chapter Cite Chapter

MLA

Wallner, Günter, et al. "Evaluating Games in Classrooms: A Case Study with DOGeometry." Cases on Digital Game-Based Learning: Methods, Models, and Strategies, edited by Youngkyun Baek and Nicola Whitton, IGI Global, 2013, pp. 475-494. https://doi.org/10.4018/978-1-4666-2848-9.ch024

APA

Wallner, G., Kriglstein, S., & Biba, J. (2013). Evaluating Games in Classrooms: A Case Study with DOGeometry. In Y. Baek & N. Whitton (Eds.), Cases on Digital Game-Based Learning: Methods, Models, and Strategies (pp. 475-494). IGI Global. https://doi.org/10.4018/978-1-4666-2848-9.ch024

Chicago

Wallner, Günter, Simone Kriglstein, and Johannes Biba. "Evaluating Games in Classrooms: A Case Study with DOGeometry." In Cases on Digital Game-Based Learning: Methods, Models, and Strategies, edited by Youngkyun Baek and Nicola Whitton, 475-494. Hershey, PA: IGI Global, 2013. https://doi.org/10.4018/978-1-4666-2848-9.ch024

Export Reference

Mendeley
Favorite

Abstract

Educational games have gained wide acceptance over the years and have found their way into many classrooms. Numerous evaluations of such games have been published, but mostly evaluations were carried out in controlled environments, with a small sample size or over a short period of time. However, the particular context where playing takes place has been established as a critical factor for game-based learning. Moreover, educational games are often considered as black box, measuring only input and output variables but neglecting the intermediate process. Many researchers have therefore argued that evaluations of educational games have to go beyond testing the learning outcomes only and should also show how and why it works. In this chapter the authors describe the evaluation of the game DOGeometry, which was carried out in a classroom environment over a four month period. They report the development process, the design of the evaluation, results, challenges, and problems faced.

Request Access

You do not own this content. Please login to recommend this title to your institution's librarian or purchase it from the IGI Global bookstore.