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During a five-year project on game-based learning, researchers created a set of math games and related tools and refined their methodologies for measuring impact of the tools. In a delayed-intervention study, they utilized a tool to measure knowledge gain, classroom observation, embedded data collection, self-report and a self-efficacy measure to analyze behavior and outcomes on students and teachers. In this article, they share their methodologies, findings and recommendations for evaluation of future game-based learning research.
Barbara Chamberlin, New Mexico State University
Karen M. Trujillo, New Mexico State University
Karin M. Wiburg, New Mexico State University
Alfred J. Valdez, New Mexico State University