Over the past several years, there has been tremendous interest among educators in the use of digital games as serious learning. Advocates of game-based learning for K-12 students cite the value of digital games to teach and reinforce skills that prepare students for college and career, such as collaboration, problem solving, creativity, and communication.
Not as often discussed is our ability to use students' in-game actions as evidence for the assessment of skills and knowledge, including those not easily measured by traditional multiple-choice tests. (Kristen DiCerbo at Edutopia)
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