TY - JOUR
T1 - Serious games in high-stakes assessment contexts
T2 - a systematic literature review into the game design principles for valid game-based performance assessment
AU - Bijl, Aranka
AU - Veldkamp, Bernard P.
AU - Wools, Saskia
AU - de Klerk, Sebastiaan
N1 - Publisher Copyright:
© The Author(s) 2024.
PY - 2024/8
Y1 - 2024/8
N2 - The systematic literature review (1) investigates whether ‘serious games’ provide a viable solution to the limitations posed by traditional high-stakes performance assessments and (2) aims to synthesize game design principles for the game-based performance assessment of professional competencies. In total, 56 publications were included in the final review, targeting knowledge, motor skills and cognitive skills and further narrowed down to teaching, training or assessing professional competencies. Our review demonstrates that serious games are able to provide an environment and task authentic to the target competency. Collected in-game behaviors indicate that serious games are able to elicit behavior that is related to a candidates’ ability level. Progress feedback and freedom of gameplay in serious games can be implemented to provide an engaging and enjoyable environment for candidates. Few studies examined adaptivity and some examined serious games without an authentic environment or task. Overall, the review gives an overview of game design principles for game-based performance assessment. It highlights two research gaps regarding authenticity and adaptivity and concludes with three implications for practice.
AB - The systematic literature review (1) investigates whether ‘serious games’ provide a viable solution to the limitations posed by traditional high-stakes performance assessments and (2) aims to synthesize game design principles for the game-based performance assessment of professional competencies. In total, 56 publications were included in the final review, targeting knowledge, motor skills and cognitive skills and further narrowed down to teaching, training or assessing professional competencies. Our review demonstrates that serious games are able to provide an environment and task authentic to the target competency. Collected in-game behaviors indicate that serious games are able to elicit behavior that is related to a candidates’ ability level. Progress feedback and freedom of gameplay in serious games can be implemented to provide an engaging and enjoyable environment for candidates. Few studies examined adaptivity and some examined serious games without an authentic environment or task. Overall, the review gives an overview of game design principles for game-based performance assessment. It highlights two research gaps regarding authenticity and adaptivity and concludes with three implications for practice.
KW - UT-Hybrid-D
KW - Performance assessment
KW - Professional competencies
KW - Serious games
KW - Systematic literature review
KW - Validity
KW - Game design principles
UR - http://www.scopus.com/inward/record.url?scp=85189810743&partnerID=8YFLogxK
U2 - 10.1007/s11423-024-10362-0
DO - 10.1007/s11423-024-10362-0
M3 - Article
AN - SCOPUS:85189810743
SN - 1042-1629
VL - 72
SP - 2041
EP - 2064
JO - Educational technology research and development
JF - Educational technology research and development
IS - 4
ER -