Assessment in and of Serious Games: An Overview

Оценивание в серьезных играх и оценивание серьезных игр: обзор
Francesco Bellotti, Bill Kapralos, Kiju Lee, Pablo Moreno‐Ger, Riccardo Berta
2013-01-01

adaptive personalizationcompetence and skill assessmenteducational effectivenesslearning impact assessmentserious games
There is a consensus that serious games have a significant potential as a tool for instruction. However, their effectiveness in terms of learning outcomes is still understudied mainly due to the complexity involved in assessing intangible measures. A systematic approach—based on established principles and guidelines—is necessary to enhance the design of serious games, and many studies lack a rigorous assessment. An important aspect in the evaluation of serious games, like other educational tools, is user performance assessment. This is an important area of exploration because serious games are intended to evaluate the learning progress as well as the outcomes. This also emphasizes the importance of providing appropriate feedback to the player. Moreover, performance assessment enables adaptivity and personalization to meet individual needs in various aspects, such as learning styles, information provision rates, feedback, and so forth. This paper first reviews related literature regarding the educational effectiveness of serious games. It then discusses how to assess the learning impact of serious games and methods for competence and skill assessment. Finally, it suggests two major directions for future research: characterization of the player’s activity and better integration of assessment in games.
1
Future research should focus on characterizing player activity and integrating assessment more effectively into serious games.
2
Many serious-game studies lack rigorous assessment, highlighting the need for systematic evaluation grounded in established principles and guidelines.
3
Performance assessment supports adaptive and personalized serious games by tailoring learning styles, information delivery rates, and feedback to individual needs.
4
Serious games have substantial instructional potential, but their effects on learning outcomes remain understudied because intangible outcomes are difficult to assess.
5
User performance assessment is central for measuring learning progress and outcomes, while also enabling appropriate feedback to players.

serious games as educational tools

their educational effectiveness and the assessment of learning outcomes, competencies, skills, and player performance

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2013-01-01
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Authors
Francesco Bellotti
Bill Kapralos
Kiju Lee
Pablo Moreno‐Ger
Riccardo Berta
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