Published: Apr 1, 2021
Converted to Gold OA:
DOI: 10.4018/IJGCMS.20210401
Volume 13 - 3 Articles
Nagaraj Balakrishnan, Danilo Pelusi, Valentina E. Balas
Published: Oct 1, 2021
Converted to Gold OA:
DOI: 10.4018/IJGCMS.20211001
Volume 13 - 4 Articles
Melinda Jacobs, Marigo Raftopoulos
Published: Apr 1, 2020
Converted to Gold OA:
DOI: 10.4018/IJGCMS.20200401
Volume 12 - 3 Articles
Rashmi Agrawal, D. Ganesh Gopal, R. Lakshmana Kumar
Published: Apr 1, 2017
Converted to Gold OA:
DOI: 10.4018/IJGCMS.20170401
Volume 9 - 4 Articles
Brock Dubbels
Published: Apr 1, 2016
Converted to Gold OA:
DOI: 10.4018/IJGCMS.20160401
Volume 8 - 4 Articles
Karen Schrier
Published: Oct 1, 2016
Converted to Gold OA:
DOI: 10.4018/IJGCMS.20161001
Volume 8 - 4 Articles
Brock Dubbels
Published: Apr 1, 2015
Converted to Gold OA:
DOI: 10.4018/IJGCMS.20150401
Volume 7 - 4 Articles
Jenny Saucerman, Golnaz Arastoopour
Published: Jul 1, 2015
Converted to Gold OA:
DOI: 10.4018/IJGCMS.20150701
Volume 7 - 3 Articles
Casey O'Donnell
Published: Oct 1, 2015
Converted to Gold OA:
DOI: 10.4018/IJGCMS.20151001
Volume 7 - 4 Articles
Richard N. Landers
There is increasing interest in using examination of behaviors during videogame play as measurements of human knowledge, skills, abilities, and other characteristics. Such a shift reflects a growing...
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There is increasing interest in using examination of behaviors during videogame play as measurements of human knowledge, skills, abilities, and other characteristics. Such a shift reflects a growing dissatisfaction with traditional assessment methods, like surveys, tests, and interviews. Game-based assessment addresses this dissatisfaction in three ways. First, test-taking motivation is likely to increase due to the motivating nature of well-designed games. Second, scores may be less contaminated in high-stakes contexts if games are perceived as less threatening than cognitive tests. Third, the validity of measurement may increase because gameplay is a behavioral outcome, whereas other approaches require respondents to engage in accurate self-reflection. Fortunately, the cost of game development has decreased to the point where it is now feasible for individual researchers to develop their own videogames or modify existing videogames in order to test these concepts. Rigorous experimental designs, large sample sizes, a multifaceted approach to validation, and in-depth statistical analyses are recommended, so that the assessment game literature meets the same standards as the validation literature at large, with the long-term goal of replacing many traditional assessments with game-based variations of equal psychometric strength. One day, perhaps “assessment” will be synonymous with “fun.”
Published: Apr 1, 2014
Converted to Gold OA:
DOI: 10.4018/IJGCMS.20140401
Volume 6 - 5 Articles
Jason M. Harley, Sharon Y. Tettegah, Michael P. McCreery
Published: Jul 1, 2014
Converted to Gold OA:
DOI: 10.4018/IJGCMS.20140701
Volume 6 - 4 Articles
Sharon Y. Tettegah, Michael P. McCreery, Jason M. Harley
Published: Jan 1, 2013
Converted to Gold OA:
DOI: 10.4018/IJGCMS.20130101
Volume 5 - 5 Articles
Published: Apr 1, 2013
Converted to Gold OA:
DOI: 10.4018/IJGCMS.20130401
Volume 5 - 4 Articles
Published: Jul 1, 2013
Converted to Gold OA:
DOI: 10.4018/IJGCMS.20130701
Volume 5 - 8 Articles
Brock R. Dubbels
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