首页 | 本学科首页   官方微博 | 高级检索  
     


The interplay of game elements with psychometric qualities,learning, and enjoyment in game-based assessment
Affiliation:1. Worcester Polytechnic Institute, USA;2. Florida State University, USA;1. Campus Box 4540, Illinois State University, Normal, IL 61790-4540, USA;2. Campus Box 5100, Illinois State University, Normal, IL 61790-5100, USA;1. E260, Paisley Campus, University of the West of Scotland, UK;2. E261, Paisley Campus, University of the West of Scotland, UK;3. E359, Paisley Campus, University of the West of Scotland, UK;1. Department of Communication Sciences, iMinds-MICT-Ghent University, Belgium;2. Department of Data Analysis, Ghent University, Belgium;1. Department of Organizational Psychology, Birkbeck, University of London, UK;2. Faculty of Management, University of Johannesburg, South Africa;3. College of Business Administration, University of Seoul, Seoul, South Korea
Abstract:Educators today are increasingly interested in using game-based assessment to assess and support students' learning. In the present study, we investigated how changing a game design element, linearity in gameplay sequences, influenced the effectiveness of game-based assessment in terms of validity, reliability, fairness, learning, and enjoyment. Two versions of a computer game, Physics Playground (formerly Newton's Playground), with different degrees of linearity in gameplay sequences were compared. Investigation of the assessment qualities—validity, reliability, and fairness—suggested that changing one game element (e.g., linearity) could significantly influence how players interacted with the game, thus changing the evidentiary structure of in-game measures. Although there was no significant group difference in terms of learning between the two conditions, participants who played the nonlinear version of the game showed significant improvement on qualitative physics understanding measured by the pre- and posttests while the participants in the linear condition did not. There was also no significant group difference in terms of enjoyment. Implications of the findings for future researchers and game-based assessment designers are discussed.
Keywords:Game-based assessment  Game-based learning  Psychometric evaluation  Validity  Reliability  Fairness  Gameplay sequences
本文献已被 ScienceDirect 等数据库收录!
设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号