In the last of her reports on the development of the Possible Worlds games, Katherine Culp explains why they decided that these games would not be built to assess student performance — on why they wanted to create games that kids could play rather than requiring and testing for learning.
Katherine McMillan Culp
In part two of her series, Possible World’s Katherine McMillan Culp offers some insight into how teachers use digital games and why the way they use them should factor in how games are designed.
This week we begin a three-part series from the folks behind Possible Worlds, a digital game initiative aimed at improving middle school students’s understanding of science. In part one the project’s principal investigator examines the core ideas that drove their development process.