Category Archives: Funding for Game Based Learning

GlassLabs releases research on Psychometric Considerations in Game-based Assessment

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Press Release: GlassLab Publishes Research on Game-based Assessment

By Ilena Parker | February 6, 2014

For Immediate Release
February 6, 2014

Digital Games Can Improve Measurement of Student Learning With Continuous Assessment, According to New Research From GlassLab

New white paper offers framework for integrating game design and educational assessment

Redwood City, Calif. – February 6, 2013 — Researchers have figured out a new way to give teachers a dynamic portrait of a student’s learning in action, using video games. In a white paper released today by Institute of Play project GlassLab (the Games, Learning and Assessment Lab), a team of assessment data scientists, learning designers and game developers describe a multidisciplinary approach to designing a new type of classroom game — a game-based assessment. Game-based assessments can provide a rich understanding of the different factors that affect educational achievement and predict how a student’s performance might change over time.

The white paper, “Psychometric Considerations in Game-Based Assessment,” answers the provocative questions that stand in the way of realizing the full potential of games to transform learning and assessment: How can scientists make sense of the endless stream of data generated by a digital game — the entire spectrum from wayward mouse clicks to strategic choices in gameplay? How can psychometric data help game designers build better challenges to improve learning outcomes? And how can experts in diverse fields come together to build and test new game-based assessments?

“Game-based assessments may hold the promise of a richer, multi-dimensional portrait of student learning, but they also present a new frontier in assessment design, ripe with challenges and opportunities for psychometricians and game designers to explore collaboratively,” says co-author Robert Mislevy, a psychometrics consultant for GlassLab, pioneer of evidence-centered assessment design, and Frederic M. Lord Chair in Measurement and Statistics at ETS. “This paper provides a framework for the continued exploration of this new frontier and proposes a design approach for developing and testing new game-based assessments.”

“Psychometric Considerations in Game-Based Assessment” is the first publication from GlassLab, and contains findings from the development of the Lab’s first game-based assessment product, SimCityEDU: Pollution Challenge!, which launched in November 2013. GlassLab’s research and development efforts are made possible by the generous support of the John D. and Catherine T. MacArthur Foundation and the Bill & Melinda Gates Foundation.

A project of the nonprofit Institute of Play, GlassLab is an interdisciplinary partnership between leaders in commercial games and experts in learning and assessment to develop next-generation educational games. Co-authors of “Psychometric Considerations in Game-Based Assessment” include researchers from Institute of Play, Educational Testing Service, Electronic Arts, and Pearson’s Center for Digital Data, Analytics and Adaptive Learning.

The 160-page white paper is available for free download today from Institute of Play. To download the full white paper and Executive Summary as a PDF e-book, or to explore print-on-demand options, please visit http://bit.ly/glasslab-research.

The next white paper from GlassLab, scheduled for publication in Fall/Winter 2014, will detail GlassLab’s Evidence-Centered Game Design process for developing game-based assessments.

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Joan Ganz Cooney Center Launch gamesandlearning.org,

Games and Learning

Tony Wan, of EdSurge, writes;

“On February 10, the Joan Ganz Cooney Center held a launch party at Zynga’s headquarters in San Francisco for gamesandlearning.org, a website devoted to bringing together the latest in industry news, game-based learning (GBL) research, commentaries from developers, market trends and funding opportunities.

The website is overseen by the Games and Learning Publishing Council, chaired by Milton Chen, a senior fellow at Edutopia, and whose members include thought leaders across the academia, K-12, venture capital, industry and gaming industries. The multi-disciplinary composition, says the site’s editorial director (and former journalist), Lee Banville, helps ensure that the site can be an “honest broker of information” about the industry.

“Game-based learning is no longer on the fringe in conversations about education,” Banville tells EdSurge. “And having all of these different sectors represented will make it difficult for the industry to get too ‘pie in the sky’ about the market realities and how games will actually work in the classroom.”

To read the full article by Tony Wan click here;

https://www.edsurge.com/n/2014-02-11-helping-game-developers-tackle-the-toughest-gam

Game Worlds facilitate Collaborative, Inquiry-Based, and Self-Directed learning

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Jason Haas, of MIT, writes that;

“Commercial massively multiplayer online games, or MMOs, like World of Warcraft offer a number of features common to great learning environments. These games are, to varying degrees, collaborative, inquiry-based, and self-directed, all of which make them a prime place to explore aspects of math and science learning. Having a “world” in which to situate problems also means that players can solve something that feels meaningful to them; and see the consequences of their individual and collective actions. The massively multiplayer nature of these games also creates an opportunity for students to address problems with colleagues. Problems too large for any one of them to solve by themselves can be solved collectively by gathering data together, comparing notes, and acting decisively, confident in their evidence-based decisions.

At their best (and, frankly, even at their worst), these games function as a kind of society.

So, if you can combine these existing practices with engaging math and science content, imagine the learning experience you could provide. Thanks to a grant from the Bill & Melinda Gates Foundation, we’re doing just that.

Our game, The Radix Endeavor, is a massively multiplayer online learning game, designed by our lab, The Education Arcade at MIT, and developed by Filament Games in Madison, Wisc. The game places thousands of players in an Earth-like world with a technical and social situation similar to our 1400s.”

To read the full article click here;

http://www.boston.com/business/innovation/state-of-play/2014/02/mind_games_new_adventures_in_l.html

Gates Foundation Gives Millions for Game Based Learning

Press Release from The Gates Foundation;

SEATTLE–The Bill & Melinda Gates Foundation today announced a suite of investments, totaling more than $20 million, focused on identifying and expanding promising cutting-edge learning resources that support teachers and students and bring innovative new instructional approaches into America’s classrooms. These investments support the development of game-based learning applications; math, English language arts and science curricula built in to digital formats; learning through social networking platforms; and embedded assessments through a real-time and engaging environment of experiences and journeys. All these promising resources are aligned to the Common Core State Standards, which are college- and career-ready standards being implemented in more than 40 states.

The Pearson Foundation, one of the major partners in this work, today is also announcing the development of its complete digital curriculum to support the standards. The foundation is pleased to work with Pearson Foundation by providing research and $3 million in funding to help make these tools widely available. In addition to the Pearson Foundation, the foundation is also partnering with Educurious Partners, Florida Virtual School, Institute of Play, Reasoning Mind, Quest Atlantis, Digital Youth Network and EDUCAUSE to develop and promote new applications for learning and assessments aligned to the Common Core State Standards.

“Teachers are telling us what they want, and we are listening,” said Vicki L. Phillips, Director of Education, College Ready, at the Bill & Melinda Gates Foundation. “We believe these exciting world-class tools have the potential to fundamentally change the way students and teachers interact in the classroom, and ultimately, how education works in America.”

A significant part of these investments announced today include supporting work to build a complete system of digital courses aligned to the Common Core State Standards. The Pearson Foundation, the philanthropic arm of Pearson, the leading learning company, is developing 24 online math and English language arts courses to help teachers and principals implement the standards. These courses will be delivered through a combination of technologies, including video, interactive software, games, social media, and print. Funding from the Bill & Melinda Gates Foundation will support the development of this robust system of courses, including four— two in math and two in English language arts—to be available at no cost on an open platform for schools.

In addition, a $2 million grant to Educurious Partners will help develop high school courses in biology, freshman literature and Algebra I using a project-based learning design and incorporating a social network Internet application. These include two literacy-based and two math-based courses that are contextualized within disciplines, such as engineering or writing in the natural sciences.

The foundation’s $742,996 investment in Reasoning Mind which offers teacher professional development and online elementary math curricula that build algebraic thinking, will pilot a program that makes a single effective math teacher available across multiple classrooms. If successful, one Reasoning Mind-trained teacher can affect the math scores and proficiency of 250 students using the program in different grades at several schools.  A Reasoning Mind classroom is a hybrid of online and face-to-face instruction, where the teacher gives each child individual help and attention.

“Technology has advanced how we do so many things today,” added Phillips. “Yet, instead of transforming our schools, technology has generally been placed on top of antiquated models. These new cutting-edge applications have the potential to inspire students and engage them in the way they naturally learn, while giving teachers the flexibility to be creative in their craft and customize tools to their students’ needs.”

The foundation is also investing in several game-based learning tools:

    • $2.6 million for iRemix, which is being developed by Digital Youth Network. It will be a set of 20 literacy-based trajectories that allow students to earn badges and move from novice to expert in areas like creative writing.
    • $2.5 million to Institute of Play will build a set of game-based pedagogical tools and game-design curricula that can be used within both formal and informal learning contexts.
  • $2.6 million to Quest Atlantis is creating video games that build proficiency in math, literacy and science.

All these applications will support the Common Core State Standards.

In addition, a $2 million grant to Educurious Partners will help develop high school courses in biology, freshman literature, and Algebra I through a social network Internet application. The application will allow students and teachers to collaborate with a variety of experts who are working in professional fields that are relevant to what the students are learning in the courses. These courses will also support the Common Core State Standards.

Finally, in June, Next Generation Learning Challenges will award up to $10 million in competitive grants to support promising technology-enabled programs built around embedded assessments that can help students master 7th, 8th, and 9th-grade content and competencies aligned with the Common Core State Standards. Embedded assessments are a way of testing a student’s knowledge in real-time through program such as online math courses that help students self-pace their learning, game-based learning environments, and literacy instruction delivered through mobile phones. While learning in a digital environment that uses embedded assessments, students demonstrate mastery of a subject in order to progress to the next level of a game, course, or application. Next Generation Learning Challenges is a grant competition and community aimed at identifying and expanding promising technologies that can help improve education across the K-12 and postsecondary spectrum. It is led by EDUCAUSE and community partners with support from the Bill & Melinda Gates Foundation and the William and Flora Hewlett Foundation.

For more information about the foundation’s investments to advance promising technologies in education, please visit www.gatesfoundation.org\education.