If you're thinking about adding games to your lesson plan, its a fairly safe bet that you'll see gains in areas like student satisfaction (which in and of itself can be extremely beneficial). But while satisfaction is great, it can also be somewhat nebulous, which makes it a difficult metric by which to support an educational tool like video games. If we hope to prove the value of games we must be able to show that they can improve learning - and that means improvements to test scores and grades.
One the goals of every engagement project the EGC runs is to find a way to produce evidence that shows how exactly games are impacting learning. In the case of ChemBlaster, our Faculty Partner Mary Shoemaker has been collecting data for the past several years on how her students perform on early semester quizzes designed to test students on elements, ions, and polyatomic compounds (the same content which we have used as a foundation for the ChemBlaster game). As you can likely guess, this sets the stage for a very obvious question - will ChemBlaster help to improve student quiz scores? But there are also several other important questions we're curious about. Will the use of a game aid in improved long term information retention? Will it lead to longer periods of engagement with the subject matter than more traditional study aids? Will it serve as a catalyst for additional Chemistry based discussion, competition, and mentorship among classmates and friends? And with Chem101 recently having gone online, will ChemBlaster have a different impact on purely online students as compared to those taking resident classes. These are just a few of the many questions we're hoping to answer in the coming months when ChemBlaster is deployed to Mary's students this coming spring and beyond.
Just how will ChemBlaster do? For that answer, you'll need to stay tuned.