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Title: Designing for Equitable Participation in Collaborative Game-Based Learning Environments
Authors: Housh, Karyn
Saleh, Asmalina
Phillips, Tanner
Hmelo-Silver, Cindy E.
Glazewski, Krista
Lee, Seung
Mott, Bradford
Lester, James
Keywords: CSCL
Issue Date: Jun-2021
Publisher: International Society of the Learning Sciences
Citation: Housh, K., Saleh, A., Phillips, T., Hmelo-Silver, C. E., Glazewski, K., Lee, S., Mott, B., & Lester, J. (2021). Designing for Equitable Participation in Collaborative Game-Based Learning Environments. In Hmelo-Silver, C. E., De Wever, B., & Oshima, J. (Eds.), Proceedings of the 14th International Conference on Computer-Supported Collaborative Learning - CSCL 2021 (pp. 67-74). Bochum, Germany: International Society of the Learning Sciences.
Abstract: With the growing popularity of game-based learning, researchers should take steps to ensure that our designed technology-enhanced environments reflect our desire to implement equitable learning environments for all our students. Does our implementation of technology to motivate and encourage learning, at times result in some of our students having less of an opportunity to engage in the learning activity? This study focuses on a STEM-based game-based learning environment designed to facilitate equitable participation of learners. Through the analysis of game interaction log files, we explore time series plots and determine patterns of student participation. We highlight our findings using a case-study approach in which we focus on the interaction of a middle-school group collaborative activity as they engage in solving a problem embedded in a game-based learning environment.
Appears in Collections:ISLS Annual Meeting 2021

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