Assessment of Student Outcomes of Mobile Game-Based Learning
DOI:
https://doi.org/10.58459/icce.2010.134Abstract
In this paper, we investigate the effect of the mobile game-based social studies curriculum Statecraft X on the quality of student work. This curriculum involved 34 secondary three students using a mobile game played on Apple iPhones— Statecraft X—to engage in governorship practices in the game world of Velar. As part of the Play-between-World curriculum, students also construct their ideal practices of governance in the fictional world of Bellalonia through in-class and outside the classroom activities. The control group of 39 students underwent the regular curriculum in the school for the same duration. Students in the intervention group had significantly higher scores for the assessment criteria of relevance, perspective, and personal voice in a writing task than those in the control group.