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When choosing a game to be used in the classroom, many things need to be considered in order for the game to be an effective
classroom tool. The game play, navigation, interface tools, educational content, Bloom’s Taxonomy, Thoughtful Education
strategies, differentiation of instruction, teacher guidance, and resources must all be considered. The following rubric can be
used to evaluate games and simulations for use in the elementary classroom.
Explanation of Points
19-27: Game has value on multiple levels and can be used in the classroom for student learning enhancement. The game uses
teacher resources, Bloom’s taxonomy, current and proven research-based education practices. It also has teacher resources and
supplements to help integrate the game into the classroom. This game also scaffolds and differentiates play for all learners
including ELL students, Exceptional Education learners, below grade level, on level, and above level learners including Gifted
Students. It also requires the student to use a variety of strategies and skills in order to complete the goals and objective s. It is
also user friendly, tracks student progress, and engages students on multiple levels.
10-18: Game meets at least 5 categories of criteria. It can be used in the classroom as a supplement but not as the main lesson.
It uses some research-based education practices and provides some material to be used in lesson plans and game play. The
teacher may still need to bring in additional material to integrate the game in the classroom. It engages students’ on a few
levels and is mostly user friendly. Tracks some student progress but d oes not gather data. Game may differentiate for some
students, but not all students. Students may use 1 -2 strategies in order to complete game play but not a variety of skills.
0-9: This game should not be used in the classroom or for learning purposes.
The student struggles with navigation Navigation is somewhat intuitive for Navigation is intuitive to the age
which does not allow for easier game the student or age group. Tools and group. Tools and buttons are within 3
play. Tools and buttons are not within buttons are simple but may not be easy reach of students. Minimum
easy reach and so students cannot easily reached by all students. There is thought required by students to use
navigate easily. There is no audio some thought required by students to tools to navigate their Avatar through
option available to read students navigate but it does not interfere in game screens and interact with game
Navigation dialog or other game information if game play. Students have more than characters. Audio available for lower
needed. Students are given a generic once choice if the Avatar is a generic level learners and ELL students. Tools
avatar to play game. Too much one. They can customize the Avatar and buttons are intuitive to the
thought is required to navigate game somewhat. Audio is available only in student playing so as not to interfere
pathways causing interruption in some parts of the game. Tools and in game play or thought process.
game play for the student. buttons are somewhat intuitive and
do not interfere in game play.
Navigation is great for this game. It is very simple and easy for my students to use. The buttons all work and take them to the exact
Summary of
place or thing they are trying to use. The sound button has a picture of sound clip art, so students are aware of where to click to get
Navigation the sound.
Keyboard and other navigational tools Medium difficulty in keyboard and Easy keyboard or mouse controls to
are complicated or hard to use mouse controls. Allows some point move through screens and levels. Uses 2
through the screens and levels. Uses and click action to move through point and click and indicator arrows
keyboard letters or keys that are too screens but may need the keys such as for important information and has a
spread out interfering in game play W, S, A, D in order to move forward, “hint” box students can use to prevent
and natural flow of the game. There backward and left and right. May frustration and allow students to stay
are no hints or ways to indicate to require the student to practice more engaged in game. Hint box needs
Interface Tools students’ important information. with the controls in order to navigate specific types of items collected to use
the game. There is a hint box available which are indicated in the game
in some parts of the game such as tutorial. Hint box must “reload” in
new levels or new quests. Tutorial can order to use.
be repeated but may interfere in
game play.
This game doesn’t require students to use the keyboard. They only have to use the mouse to click the right answer or to have the
Summary of
answer choices read to them. However, this game doesn’t provide students with a hint box or support when they get something
Interface Tools incorrect.
Game has no educational content or Game has some educational value and Game is clearly aligned with
Educational concepts that integrate into teachers’ can be identified as a useful tool in educational standards. Teacher can 3
Content planned curriculum. Game is not some content areas. Game may be easily integrate game into lesson plans
aligned with Educational Standards. somewhat aligned with educational and classroom activities.
Summary of Students are only required to remember the answers to the problems, understand how to find the answer if the are unsure, and
Bloom’s apply what they know about math facts to determine the answers. It does not require them to dig deeper or explain their thinking.
Taxonomy
There are no thoughtful education Some thoughtful education strategies Thoughtful Education strategies and
strategies integrated into game play are used and integrated into the game other researched based criteria are 1
and other research-based strategies play. May introduce students to new subtly integrated into game play such
are not used concepts such as word relationships as being introduced to new concepts
Thoughtful but does not allow comparison and ideas using comprehension
Educational between relationships. strategies in relation to Bloom’s
Strategies taxonomy. These may include new
vocabulary concepts, word and
situation relationships and comparing
a new situation to a previous
situation.
Summary of This is a very simple game. It does not integrate thoughtful education-based strategies. It only quizzes students on math facts and
Thoughtful does not offer them any support if they answer incorrectly.
Educational
Strategies
Game play only has one level of play Game play has two or three levels of Game play allows for students to work
and does not allow for multiple or play and allows for some multiple or on multiple levels and platforms to 1
diverse groups of students the ability diverse groups of students the ability solve problems and resolve situations
to play. The levels may be defined as to play. Levels may be defined as Easy, in the game. There levels may be
Differentiation of Easy, Medium, and Difficult but does Medium, or Difficult but there is very defined as Easy (below grade level and
not allow students to move between little scaffolding or difference in all simple directions); Medium (on grade
Instruction them based on performance. three levels. Does not allow for level); and Difficult (above grade level
movement between levels based on and challenging) in order to engage
performance. students on multiple levels of
performance. Scaffolding allows
students to flow between difficulty
levels based on their performance.
Summary of This game only has one level and does not provide differentiation for students. The game only lets the student continue if the
Differentiation of answer correctly but does not challenge them when they answer correctly and does not give them easier problems if they answer
something incorrectly.
Instruction
No teacher interface allowing teacher Interface allows teacher to look at Interface allows cloud navigation to
to track student progress or get progress of students but does not track student progress through game 1
statistical information on students’ provide strategies or mini-lessons in play and present teaching strategies
comprehension of game concepts. No order to help students through a to help a student through a difficult
mini-lessons or the teacher interface difficult part of the game. Does not task or situation in the game play
interrupts game play and disengages allow students to practice problem while still allowing the student
Teacher Interface
student in game. solving. The teacher needs to pull in opportunities to practice problem-
additional information and create own solving. Shows teacher the specific
lessons based on student trouble- mini-lesson that can be used to help a
spots in the game. Teacher may have student at a particular level.
to watch student play game in order
to identify trouble-spots.
Summary of This game doesn’t allow the teacher to track the student’s progress or collect statistics. It also doesn’t provide any mini lessons.
Teacher Interface However, students do stay engaged in this game because they want to continue picking out their monster’s outfits and accessories.
Game has no teacher resources to be Some graphic organizers for student Includes thoughtful education graphic
used with students in the classroom to usage during gameplay. Instructions organizers students can use during 1
help integrate game into lesson plans. or Teacher Resource book included. game play and mini-lessons that
May not include lesson plan activities teachers can use to help students
Game Resources
for integration into classroom and through a particular difficult concept.
teacher may have to pull in and create Supplements include videos and
own resources. activities that can be used to integrate
game into classroom lessons.
Summary of This game does not have any teacher resources that could be used in the classroom or integrated into a lesson plan.
Game Resources
Total Score 15
Weaknesses:
This game does not show a tutorial or allow students a practice round. The directions are typed out at the beginning, but low er-
level students would not be able to read the directions by themselves. This game doesn’t read the problems to the student, on ly
the answer choices. It doesn’t provide students with a hint box or resources that can help students who may be unsure of the
answer. It allows students to click until they find the correct answer and still lets them choose an accessory no matter how many
times they had to choose. This game doesn’t keep a score for the students and the teacher isn’t able to collect data or see ho w
students did while playing the game.
Improvements:
This game could be improved by having a tutorial for students, so they are aware of how to play them game. It could also include
different levels, so that as students’ progress, they can move on to harder problems. Another improvement would be if the gam e
6 CCU Computer-Assisted Language Learning | Dr. Corey Lee (clee@coastal.edu)
Educational Game Evaluation 2022
read the problems to the students and not just answer choices. It would also be nice if the game could show the students how to
solve problems when they get them wrong, instead of letting them click until they get the correct number. It would also be gr eat if
the teacher could receive information on how the students did and what a common mistake may have been.