Please use this identifier to cite or link to this item: https://repository.isls.org//handle/1/7361
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dc.contributor.authorHoush, Karyn
dc.contributor.authorSaleh, Asmalina
dc.contributor.authorPhillips, Tanner
dc.contributor.authorHmelo-Silver, Cindy E.
dc.contributor.authorGlazewski, Krista
dc.contributor.authorLee, Seung
dc.contributor.authorMott, Bradford
dc.contributor.authorLester, James
dc.coverage.spatialBochum, Germanyen_US
dc.date.accessioned2021-10-09T15:44:05Z
dc.date.accessioned2021-10-09T19:46:40Z-
dc.date.available2021-10-09T15:44:05Z
dc.date.available2021-10-09T19:46:40Z-
dc.date.issued2021-06
dc.identifier.citationHoush, 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.en_US
dc.identifier.urihttps://doi.dx.org/10.22318/cscl2021.67
dc.identifier.urihttps://repository.isls.org//handle/1/7361-
dc.description.abstractWith 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.en_US
dc.format.extentpp. 67-74
dc.language.isoen_US
dc.publisherInternational Society of the Learning Sciencesen_US
dc.relation.ispartofProceedings of the 14th International Conference on Computer-Supported Collaborative Learning - CSCL 2021en_US
dc.subjectCSCLen_US
dc.titleDesigning for Equitable Participation in Collaborative Game-Based Learning Environmentsen_US
dc.typeConference Paperen_US
dc.typeLong Paperen_US
Appears in Collections:ISLS Annual Meeting 2021

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