Video games as assessment tools

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I just noticed this in today's Chronicle of Higher Ed: 

The basic premise is to get around the "observer's paradox" by using video games to explore how students think/learn -- without creating the nervousness that goes along with test-taking. 

Thoughts?

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Wow this is intriguing. I'd be interested in what the folks involved in Penn State's Educational Gaming Commons (is that the correct name?) think about this. Could we consider co-sponsoring a forum to discuss this?

This is in the same vein:
http://www.ted.com/talks/lang/eng/tom_chatfield_7_ways_games_reward_the_brain.html

A recent TED talk that addresses games and learning in a broader sense.

I know the guys well in the gaming commons and will touch-base with them this month. Maybe we can shoot for something this Spring around this topic. Good find Chas!

I just had a chance to go back and read the entire article. This idea has been around for a while (Squire, Gee, Dede and others), but the hard part is the game itself. The article mentioned the utilization of a game called Taiga Park developed by Indiana. I have not seen the game, but I know of similar games that came out of the same group at IU. These endeavors typically are resource-intensive and often supported by external grants.

When I was in the EGC, we eagerly awaited a game authoring environment that was:
1) easy to use, where instructional designers could be trained to create games in the environment, and
2) provided a back-end system catered to assessment, allowing the teacher/administrator to capture lots of data points.

Unfortunately, we are still waiting for that authoring environment :(

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