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 |
Files in This Item:
File | Size | Format | |
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893-894.pdf | 135.7 kB | Adobe PDF | View/Open |
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