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Proceedings Of The Cuny Games Conference 6.0, Robert O. Duncan, Joseph Bisz, Christina Boyle, Kathleen Offenholley, Maura A. Smale, Carolyn Stallard, Deborah Sturm Feb 2020

Proceedings Of The Cuny Games Conference 6.0, Robert O. Duncan, Joseph Bisz, Christina Boyle, Kathleen Offenholley, Maura A. Smale, Carolyn Stallard, Deborah Sturm

Publications and Research

The CUNY Games Network is an organization dedicated to encouraging research, scholarship and teaching in the developing field of games-based learning. We connect educators from every campus and discipline at CUNY and beyond who are interested in digital and non-digital games, simulations, and other forms of interactive teaching and inquiry-based learning. These proceedings summarize the CUNY Games Conference 6.0, where scholars shared research findings at a three-day event to promote and discuss game-based pedagogy in higher education. Presenters could share findings in oral presentations, posters, demos, or play testing sessions. The conference also included workshops on how to modify existing …


Development And Field Testing Of A Narrative-Centered Digital Game For English Comprehension, Jenilyn Agapito, Dominique Marie Antoinette Manahan, Ma. Monica L. Moreno, Jose Isidro Beraquit, Ingrid Yvonne Herras, Kevin Arnel C. Mora, Johanna Marion R. Torres, Ma. Mercedes T. Rodrigo Jan 2020

Development And Field Testing Of A Narrative-Centered Digital Game For English Comprehension, Jenilyn Agapito, Dominique Marie Antoinette Manahan, Ma. Monica L. Moreno, Jose Isidro Beraquit, Ingrid Yvonne Herras, Kevin Arnel C. Mora, Johanna Marion R. Torres, Ma. Mercedes T. Rodrigo

Education Department Faculty Publications

This paper describes the development and field testing of Learning Likha: Rangers to the Rescue, a narrative-centered, mobile-based digital game for practicing English comprehension. Twenty-seven (27) student participants from Grades 4, 5, and 6 were invited to play the game and answer a comprehension test to determine their level of understanding of the game’s contents. Self-report questionnaires were also used to assess the extent to which they enjoyed playing the game. Three (3) teachers were likewise invited for a focus group discussion (FGD) to gather their insights about the game and how they may use it in their classes. Student’s …