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This study seeks to establish how and to what extent program-level student proficiency can be measured through the use of an educational psychology-based card debate game for learning. This study adapts an educational card game in an attempt to evaluate the effectiveness of a Master’s program in Educational Technology. The card game along with the rules was developed with the idea of integrating course contents across the program into one game. By collecting the recordings of game interactions, the researchers hope to show the effectiveness of the program. Our findings suggest that there may be substantial implications for documenting the instructional affordances of game-based learning. More specifically, we believe CARD-tamen™ may possess unique opportunities for classroom experience and discourse assessment.
Stephen Slota, University of Connecticut
Benedict Lai, University of Connecticut
Michael F. Young, University of Connecticut