Using discourse analysis to assess student problem-solving in a virtual world

Shannon Kennedy-Clark, Penny Wheeler

Research output: Chapter in Book/Report/Conference proceedingChapterpeer-review

1 Citation (Scopus)


Finding effective ways to measure student learning has been an enduring issue across the higher education sector. While much attention has been placed on the integration of technologies to support learning, not as much attention has focused on how these tools may also provide opportunities for the assessment of learning. The purpose of this chapter is to discuss how an analysis of students' real-time communication can be used to identify strategies that may contribute to the arrival at a problem solution. The authors argue that parts of speech and how the language can be used to help student organise their collaborations can be applied to learning and teaching contexts, as the rules of a language are fairly stable. Hence, discourse analysis can be used to inform the design of learning activities and assessment.
Original languageEnglish
Title of host publicationCases on the assessment of scenario and game-based virtual worlds in higher education
EditorsShannon Kennedy-Clark, Kristina Everett, Penny Wheeler
Place of PublicationHershey, PA
PublisherInformation Science Reference
Number of pages27
ISBN (Electronic)9781466644717
ISBN (Print)9781466644700
Publication statusPublished - 2014
Externally publishedYes

Publication series

NameAdvances in Game-Based Learning (AGBL) Book Series
ISSN (Print)2327-1825
ISSN (Electronic)2327-1833


Dive into the research topics of 'Using discourse analysis to assess student problem-solving in a virtual world'. Together they form a unique fingerprint.

Cite this