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Journal Issue
Volume 15 Issue 4 / Aug 2017  pp281‑366

Editor: Elizabeth Boyle, Thomas Connolly

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Editorial for EJEL Volume 15 Issue 4  pp281‑282

Elizabeth Boyle, Thomas Connolly

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The Effectiveness of the Game‑Based Learning System for the Improvement of American Sign Language using Kinect  pp283‑296

Teerawat Kamnardsiri, Ler-on Hongsit, Pattaraporn Khuwuthyakorn, Noppon Wongta

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An Exploration of the Role of Visual Programming Tools in the Development of Young Children’s Computational Thinking  pp297‑309

Simon P. Rose, M. P. Jacob Habgood, Tim Jay

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Gender and Cultural Differences in Game‑Based Learning Experiences  pp310‑319

Heide Lukosch, Shalini Kurapati, Daan Groen, Alexander Verbraeck

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Exploring the Relation between the Theory of Multiple Intelligences and Games For the Purpose of Player‑Centred Game Design  pp320‑334

Pejman Sajjadi, Joachim Vlieghe, Olga De Troyer

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An Approach to Scoring Collaboration in Online Game Environments  pp335‑342

Claire Scoular, Esther Care, Nafisa Awwal

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Abstract

With technological advances, it is now possible to use games to capture information‑rich behaviours that reveal processes by which players interact and solve problems. Recent problem‑based games have been designed to assess and record detailed interactions between the problem solver and the game environment, and thereby capture salient solution processes in an unobtrusive way (Zoanetti, 2010; Bennett et al., 2003; Shute & Wang, 2009). The Assessment and Teaching of 21st Century Skills project used an innovative approach to capture these processes through responses (activities and communication patterns) within collaborative games (Griffin & Care, 2015). Game player response patterns are identified as behaviours that are indicative of skills and are captured in real‑time game play within time‑structured log files. The analysis of these log files allows for inferences to be drawn in regard to the efficiency and quality of player performance. A concern with this approach is that game development for this purpose is complex, time consuming and expensive, with unique scoring applied to each game. This paper presents another approach that identifies, across games, common behaviours. A systematic scoring system for assessing player behaviours in games could provide access to useful data not only from new games but from existing games. This paper presents such an approach using collaborative games situated in a problem‑solving context. 

 

Keywords: Collaboration, problem solving, online assessment, log stream data, measurement, e-learning

 

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Motivating Factors and Tangential Learning for Knowledge Acquisition in Educational Games  pp343‑354

Peter Mozelius, Andreas Fagerström, Max Söderquist

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The Effect of Age on Teachers’ Intention to Use Educational Video Games: A TAM Approach  pp355‑366

Antonio Sánchez-Mena, José Martí-Parreño, Joaquín Aldás-Manzano

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