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Providing Validity Evidence for Ignite by Hatch: A Digital Game-Based Learning Experience for Preschool Children

Providing Validity Evidence for Ignite by Hatch: A Digital Game-Based Learning Experience for Preschool Children

Hannah E. Luce, Richard G. Lambert
ISBN13: 9781799872719|ISBN10: 1799872718|ISBN13 Softcover: 9781799872726|EISBN13: 9781799872733
DOI: 10.4018/978-1-7998-7271-9.ch037
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MLA

Luce, Hannah E., and Richard G. Lambert. "Providing Validity Evidence for Ignite by Hatch: A Digital Game-Based Learning Experience for Preschool Children." Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning, edited by Carol-Ann Lane, IGI Global, 2022, pp. 731-749. https://doi.org/10.4018/978-1-7998-7271-9.ch037

APA

Luce, H. E. & Lambert, R. G. (2022). Providing Validity Evidence for Ignite by Hatch: A Digital Game-Based Learning Experience for Preschool Children. In C. Lane (Ed.), Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning (pp. 731-749). IGI Global. https://doi.org/10.4018/978-1-7998-7271-9.ch037

Chicago

Luce, Hannah E., and Richard G. Lambert. "Providing Validity Evidence for Ignite by Hatch: A Digital Game-Based Learning Experience for Preschool Children." In Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning, edited by Carol-Ann Lane, 731-749. Hershey, PA: IGI Global, 2022. https://doi.org/10.4018/978-1-7998-7271-9.ch037

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Abstract

The authors of this study seek to provide practitioners with evidence to support the instructional value of Ignite by Hatch, a digital learning game designed for preschool children. Analyses were conducted using the entire population of three- and four-year-old children who used Ignite during the 2020-2021 academic year (n = 29,417) and included the use of descriptive statistics to explore patterns of growth and the Rasch measurement model to explore item difficulty. This chapter also features a preliminary crosswalk establishing the alignment between the domains, subdomains, and games presented within the Ignite game environment and the learning goals provided by the North Carolina Foundations for Early Learning and Development framework. Results suggest strong preliminary evidence in support of the instructional value of Ignite by Hatch. Further research is recommended to understand how knowledge and skill acquisition within the game environment translate to developmental growth outside of the gaming environment.

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