Book Chapter
Tipping the Scales: Classroom Feasibility of the Radix Endeavor Game

The Radix Endeavor is an inquiry-based educational game designed to encourage exploration and experimentation. Its design deeply integrates STEM practices as core game mechanics, enabling students to learn by doing in authentic contexts that are distributed across people, places, and time. Radix is a large-scale game that is not primarily designed to directly teach students math and science facts, but rather to serve as a foundational experience that teachers can integrate into their teaching in personalized and meaningful ways. Teachers have a difficult choice each time they consider implementing a unit of game-based curriculum. They must weigh the educational and pedagogical benefits on the one hand, and the barriers to implementation on the other, in order to decide whether the game is worth implementing in their classroom. In this chapter we discuss the feasibility of implementing the game in the classroom, teacher perceptions of student learning with the game, and the interaction between these two factors.

Title
Publication TypeBook Chapter
Year of Publication2017
AuthorsRosenheck L, Clarke-Midura J, Gordon-Messer S, Klopfer E
Book TitleSerious Games and Edutainment Applications
Volume2
Pagination225-258
PublisherSpringer International Publishing
CityNew York City, NY
ISBN978-3-319-51643-1
Abstract

The Radix Endeavor is an inquiry-based educational game designed to encourage exploration and experimentation. Its design deeply integrates STEM practices as core game mechanics, enabling students to learn by doing in authentic contexts that are distributed across people, places, and time. Radix is a large-scale game that is not primarily designed to directly teach students math and science facts, but rather to serve as a foundational experience that teachers can integrate into their teaching in personalized and meaningful ways. Teachers have a difficult choice each time they consider implementing a unit of game-based curriculum. They must weigh the educational and pedagogical benefits on the one hand, and the barriers to implementation on the other, in order to decide whether the game is worth implementing in their classroom. In this chapter we discuss the feasibility of implementing the game in the classroom, teacher perceptions of student learning with the game, and the interaction between these two factors.

URLhttps://link.springer.com/chapter/10.1007/978-3-319-51645-5_10
DOI10.1007/978-3-319-51645-5_10