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dc.contributor.authorSaleh, Asmalina
dc.contributor.authorChen, Yuxin
dc.contributor.authorRehmat, Abeera
dc.contributor.authorHoush, Karyn
dc.contributor.authorHmelo-Silver, Cindy
dc.contributor.authorGlazewski, Krista
dc.contributor.authorLester, James
dc.identifier.citationSaleh, A., Chen, Y., Rehmat, A., Housh, K., Hmelo-Silver, C., Glazewski, K., & Lester, J. (2019). Assessing Collaborative Problem Solving in the Context of a Game-based Learning Environment. In Lund, K., Niccolai, G. P., Lavoué, E., Hmelo-Silver, C., Gweon, G., & Baker, M. (Eds.), A Wide Lens: Combining Embodied, Enactive, Extended, and Embedded Learning in Collaborative Settings, 13th International Conference on Computer Supported Collaborative Learning (CSCL) 2019, Volume 2 (pp. 893-894). Lyon, France: International Society of the Learning Sciences.en_US
dc.description.abstractGame-based learning environments provide students with the opportunity to collaborate with peers and solve ill-defined problems that align to a problem-based learning (PBL) inquiry cycle. However, game-based assessments must not only be psychometrically valid, but also fun. Drawing on problem-based learning (Hmelo-Silver, 2004) and a collaborative problem-solving framework (Liu et al, 2016), we present a conceptual piece detailing the design of collaborative work products and PBL assessments in the context of our game-based learning environment.en_US
dc.publisherInternational Society of the Learning Sciences (ISLS)en_US
dc.titleAssessing Collaborative Problem Solving in the Context of a Game-based Learning Environmenten_US
Appears in Collections:CSCL 2019

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