Assessing Social Engagement in a Digital Role-Playing Game
Auteur, co-auteurs
Editeur(s) scientifique(s)
Passey, DonBottino, Rosa
Lewin, Cathy
Sanchez, Eric
Type de référence
Date
2019-06-30Langue de la référence
AnglaisEntité(s) de recherche
Résumé
Classcraft is a digital role-playing game dedicated to classroom management. Teachers can create teams and assign an avatar to students, as well as points and ‘powers’ as rewards for desired behaviour. We conducted a study in 4 classrooms from Switzerland. The study aimed at assessing to what extent the game fosters the social component of students’ engagement. The detection of socially-engaged behaviours is based on the monitoring of players’ behaviours. We collected and analysed players’ digital traces with kTBS4LA, a platform dedicated to playing analytics. The data collected shows that social engagement varies across time or gender. This variation seems to be linked to specific features of the game and also depends on how the game is played.Titre de l’ouvrage principal
Empowering Learners for Life in the Digital Age. OCCE 2018Maison d’édition
Springer International PublishingVille d’édition
ChamPays d'édition
SwitzerlandCollection
IFIP Advances in Information and Communication TechnologyISBN
978-3-030-23512-3Evaluation par les pairs (peer reviewing)
ouiPortée nationale / internationale
internationaleVolume / tome
524Nom de la manifestation
IFIP TC 3 Open Conference on Computers in EducationDate(s) de la manifestation
June 24–28, 2018Ville de la manifestation
LinzPays de la manifestation
AustriaURL permanente ORFEE
http://hdl.handle.net/20.500.12162/3166Autre(s) URL(s) permanente(s)
http://doi.org/10.1007/978-3-030-23513-0_1610.1007/978-3-030-23513-0_16
La publication existe uniquement sous forme électronique
oui- Tout ORFEE
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