Assessment in Serious Educational Game, Simulations and Virtual Worlds, Part 2
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Authors
Society for Information Technology & Teacher Education International Conference, Mar 29, 2010 in San Diego, CA, USA ISBN 978-1-880094-78-5
Abstract
There is growing appreciation across the broader education community that educational three dimensional virtual learning environments are part of the daily lives of citizens. This blurring of the boundaries along with better understandings of learning as a personally constructed, life-long process of making meaning and shaping identity, has initiated a growing awareness in the field that the questions and frameworks guiding assessing these environments should be reconsidered in light of these new realities. Given the rapidly changing landscape of education, including the blurring of boundaries related to when, where, why and who is learning in Serious Educational Games, simulations, and 3D virtual learning environments, what are the best practices for assessing learning, presence, identity and interactivity? That is the overarching question this symposium will address.
Citation
Annetta, L., Kirkley, J., Ketelhut, D., Savvides, P., Lu, L., Dunleavy, M., Jones, G., Lamb, R., Stone, M., Kirkley, S., Johnson-Glenberg, M., Birchfield, D. & Heinecke, W. (2010). Assessment in Serious Educational Game, Simulations and Virtual Worlds, Part 2. In D. Gibson & B. Dodge (Eds.), Proceedings of SITE 2010--Society for Information Technology & Teacher Education International Conference (pp. 1832-1833). San Diego, CA, USA: Association for the Advancement of Computing in Education (AACE). Retrieved March 19, 2024 from https://www.learntechlib.org/p/33626.
© 2010 AACE