Bases for Summative Evaluation of Educational Digital Games and Their Implications in School Scenario

Bases for Summative Evaluation of Educational Digital Games and Their Implications in School Scenario

Isa de Jesus Coutinho, Lynn Rosalina Gama Alves
ISBN13: 9781522557906|ISBN10: 1522557903|EISBN13: 9781522557913
DOI: 10.4018/978-1-5225-5790-6.ch011
Cite Chapter Cite Chapter

MLA

Coutinho, Isa de Jesus, and Lynn Rosalina Gama Alves. "Bases for Summative Evaluation of Educational Digital Games and Their Implications in School Scenario." Handbook of Research on Immersive Digital Games in Educational Environments, edited by Aliane Loureiro Krassmann, et al., IGI Global, 2019, pp. 287-311. https://doi.org/10.4018/978-1-5225-5790-6.ch011

APA

Coutinho, I. D. & Alves, L. R. (2019). Bases for Summative Evaluation of Educational Digital Games and Their Implications in School Scenario. In A. Krassmann, É. Amaral, F. Nunes, G. Voss, & M. Zunguze (Eds.), Handbook of Research on Immersive Digital Games in Educational Environments (pp. 287-311). IGI Global. https://doi.org/10.4018/978-1-5225-5790-6.ch011

Chicago

Coutinho, Isa de Jesus, and Lynn Rosalina Gama Alves. "Bases for Summative Evaluation of Educational Digital Games and Their Implications in School Scenario." In Handbook of Research on Immersive Digital Games in Educational Environments, edited by Aliane Loureiro Krassmann, et al., 287-311. Hershey, PA: IGI Global, 2019. https://doi.org/10.4018/978-1-5225-5790-6.ch011

Export Reference

Mendeley
Favorite

Abstract

The theme of this chapter is in accord with the growing discussion proposed by several researchers while investigating games contributions for teaching and learning, particularly in relation to school. Within school environments, parents and teachers perceive that moment with suspicion, thus augmenting their questions about which evidence would point to games as capable of facilitating learning. Therefore, methodologies, procedural field, and evaluation instruments arise in an attempt to evidence the contributions of games for learning. The chapter's main objective is to present the bases of a summative evaluation methodology for educational digital games, having as a guiding tool an instrument ad hoc. The principles which orientate such grounds are based on interaction design and on the learning principles of Paul Gee. The instrument description is also included, as well as its enforceability by means of a pilot study.

Request Access

You do not own this content. Please login to recommend this title to your institution's librarian or purchase it from the IGI Global bookstore.