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Using Video Gameplay to Measure Achievement for Students with Disabilities: A New Perspective to Grading and Achievement Reporting
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Author(s): Benjamin Gallegos (University of Central Florida, USA), Michelle T. Kepple (University of Central Florida, USA)and Caitlyn A. Bukaty (University of Central Florida, USA)
Copyright: 2016
Pages: 27
Source title:
Handbook of Research on Gaming Trends in P-12 Education
Source Author(s)/Editor(s): Donna Russell (Walden University, USA)and James M. Laffey (University of Missouri at Columbia, USA)
DOI: 10.4018/978-1-4666-9629-7.ch016
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Abstract
Video gaming in the classroom offers students and educators the opportunity to conceptualize learning in new ways and address 21st century skills. This construct appears in research-based literature by leading trans-disciplinary experts in the field of special education and video gaming. Empirical research has established the application of video games as leaning tools in schools, and the benefits of video games for students with disabilities (Ke & Abras, 2013). This chapter focuses on the benefits and use of educational video game based learning for students with disabilities. The authors discuss (1) current barriers hindering widespread adoption of video games for learning and assessment, (2) characteristics of video games being used for learning and assessment, (3) how gameplay data represents academic achievement for grading, and (4) the types of assessments available and considerations for implementation. Finally, the authors explore avenues to prepare educators to use video gaming for learning and assessment in classrooms for students with disabilities.
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