Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems 2019
DOI: 10.1145/3290605.3300658
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A Field Study of Teachers Using a Curriculum-integrated Digital Game

Abstract: We present a new framework describing how teachers use ST Math, a curriculum-integrated, year-long educational game, in 3rd-4th grade classrooms. We combined authentic classroom observations with teacher interviews to identify teacher needs and practices. Our findings extended and contrasted with prior work on teachers' behaviors around classroom games, identifying differences likely arising from a digital platform and year-long curricular integration. We suggest practical ways that curriculum-integrated games… Show more

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Cited by 12 publications
(2 citation statements)
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“…The order in which ST Math objectives are played is different across districts, classrooms, and students. Teachers have the freedom to assign different objectives to different groups of students in the same classroom at a particular time, although prior research [20] suggests teachers rarely do this, instead most often reordering at a classroom level. We extracted the largest number of students that played the first N objectives in an identical sequence.…”
Section: Objectives In St Mathmentioning
confidence: 99%
“…The order in which ST Math objectives are played is different across districts, classrooms, and students. Teachers have the freedom to assign different objectives to different groups of students in the same classroom at a particular time, although prior research [20] suggests teachers rarely do this, instead most often reordering at a classroom level. We extracted the largest number of students that played the first N objectives in an identical sequence.…”
Section: Objectives In St Mathmentioning
confidence: 99%
“…Among those "games with serious purposes," educational games are one of the most popular. The games have seen promising growth as their acceptance by organizations, both educational and noneducational, is rising significantly [10]. One factor that may hinder the growth is the cost of developing an educational game [11], which can be prohibitive to institutions and practitioners with limited budgets [12].…”
Section: Introductionmentioning
confidence: 99%