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
A collaborative digital pen learning approach to improving students’ learning achievement and motivation in mathematics courses
Huang C., Su A., Yang S., Liou H.  Computers & Education 107 31-44, 2017. Type: Article
Jan 19 2018
Analysis of the relation between computational thinking skills and various variables with the structural equation model
Durak H., Saritepeci M.  Computers & Education 116 191-202, 2018. Type: Article
Jan 18 2018
There’s a creepy guy on the other end at Google!: Engaging middle school students in a drawing activity to elicit their mental models of Google
Kodama C., St. Jean B., Subramaniam M., Taylor N.  Information Retrieval 20(5): 403-432, 2017. Type: Article
Jan 4 2018
more...

E-Mail This Printer-Friendly
Send Your Comments
Contact Us
Reproduction in whole or in part without permission is prohibited.   Copyright © 2000-2018 ThinkLoud, Inc.
Terms of Use
| Privacy Policy