Please use this identifier to cite or link to this item: https://repository.isls.org//handle/1/4552
Title: Assessing Collaborative Problem Solving in the Context of a Game-based Learning Environment
Authors: Saleh, Asmalina
Chen, Yuxin
Rehmat, Abeera
Housh, Karyn
Hmelo-Silver, Cindy
Glazewski, Krista
Lester, James
Issue Date: Jun-2019
Publisher: International Society of the Learning Sciences (ISLS)
Citation: Saleh, 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.
Abstract: Game-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.
URI: https://doi.dx.org/10.22318/cscl2019.893
https://repository.isls.org//handle/1/4552
Appears in Collections:CSCL 2019

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