Computing Reviews
Today's Issue Hot Topics Search Browse Recommended My Account Log In
Review Help
Search
Assessment in game-based learning : foundations, innovations, and perspectives
Ifenthaler D., Eseryel D., Ge X., Springer Publishing Company, Incorporated, London, UK, 2012. 488 pp.  Type: Book (978-1-461435-45-7)
Date Reviewed: Oct 18 2012

The rise of video game technology and the subsequent success of video games have captured the attention of educators who believe that application of this technology can improve education and training and make them more compelling. This movement has taken on various names, from edutainment, to serious games, to the more general gamification. But when applying video game technology to an educational process, one must ask how we know it is effective. Addressing that question is what this book is about.

The book is an edited collection of 21 chapters divided into three parts: “Foundations of Game-Based Assessment”; “Technological and Methodological Innovations for Assessing Game Based Learning”; and “Realizing Assessment in Game Based Learning.” Part 1 discusses the nature of games, although the discussion of the variety of game types continues in later chapters. Part 2 discusses conceptual issues in assessment, and the final part addresses implementation issues.

Three outstanding strengths of the book lead me to highly recommend it. First, unlike many edited volumes, which contain a few good papers and a lot of filler chapters, or worse yet, painfully uninteresting papers, the chapters in this book are consistently of high quality and thought provoking. Different readers will almost certainly have different favorites, but whatever one’s interests in this area, there are almost certainly several worthwhile chapters to read. Second, this is an emerging area, so there is no universal agreement on kinds of games, ways to measure, or kinds of assessments. There is no uniform approach to these issues in the book either. Different chapters approach and answer these questions in different ways. However, such variety is appropriate for an emerging area such as this. Finally, the chapters are well referenced, so the reader can follow the citation chain to find additional relevant background materials.

This book would be of greatest interest to educators, academics, and researchers in game-based learning. However, it will also provide valuable perspectives for video game designers.

Reviewer:  J. M. Artz Review #: CR140608 (1302-0095)
Bookmark and Share
  Featured Reviewer  
 
Computer Uses in Education (K.3.1 )
 
 
Education (J.1 ... )
 
 
Games (K.8.0 ... )
 
 
Gaming (I.6.8 ... )
 
Would you recommend this review?
yes
no
Other reviews under "Computer Uses in Education": Date
Didactics of smart pedagogy: smart pedagogy for technology enhanced learning
Daniela L.,  Springer International Publishing, New York, NY, 2019. 478 pp. Type: Book (978-3-030015-50-3)
Apr 18 2019
A robust machine learning technique to predict low-performing students
Liao S., Zingaro D., Thai K., Alvarado C., Griswold W., Porter L.  ACM Transactions on Computing Education (TOCE) 19(3): 1-19, 2019. Type: Article
Mar 20 2019
Studying the role of Kinect as a multi-sensory learning platform for children
Sinha H., Srivastava S., Sinha Y.  UbiComp 2018 (Proceedings of the 2018 ACM International Joint Conference and 2018 International Symposium on Pervasive and Ubiquitous Computing and Wearable Computers, Singapore,  Oct 8-12, 2018) 251-254, 2018. Type: Proceedings
Dec 26 2018
more...

E-Mail This Printer-Friendly
Send Your Comments
Contact Us
Reproduction in whole or in part without permission is prohibited.   Copyright © 2000-2019 ThinkLoud, Inc.
Terms of Use
| Privacy Policy