2019
DOI: 10.4018/978-1-5225-5790-6.ch010
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Digital Games for Diagnostic Assessment of Cognitive Skills and Competences

Abstract: This chapter is a literature review on the uses of games for assessment. Its purpose is to outline a framework for the design of digital games for the assessment of cognitive skills and competences. A model for the assessment of generic competences is initially presented. Four categories for assessment through digital games are then explored (aim, implementation, integration, and primary type), including the strategies of in-game and out-game assessment. Methodological questions are then raised, involving appr… Show more

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Cited by 3 publications
(3 citation statements)
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“…Ke and Shute (2015) provide two examples of commercially available games that can be used to demonstrate the relations between design and validity. Mattar and Goi (2019) propose that digital games are the settings where diagnostic assessment is realized through the analysis of "big data" to account for change over time, multiple responses by the actor, layers of data, and the dynamic relation between the different facets of big data. Advocates of computerized educational games make a trade-off between construct and educational and validity on the one hand and cultural and interpretive validity on the other.…”
Section: Stealth Assessments and Learningmentioning
confidence: 99%
“…Ke and Shute (2015) provide two examples of commercially available games that can be used to demonstrate the relations between design and validity. Mattar and Goi (2019) propose that digital games are the settings where diagnostic assessment is realized through the analysis of "big data" to account for change over time, multiple responses by the actor, layers of data, and the dynamic relation between the different facets of big data. Advocates of computerized educational games make a trade-off between construct and educational and validity on the one hand and cultural and interpretive validity on the other.…”
Section: Stealth Assessments and Learningmentioning
confidence: 99%
“…As a consequence, this study will develop an expert system able to be used as a tool to detect and diagnose online game addiction to Indonesian adolescence. The expert system is a knowledge-based program providing solutions for problems in a specific domain with the quality of an expert [13]. It is a computer program that imitates thinking process and expert knowledge in solving a certain problem.…”
Section: Introductionmentioning
confidence: 99%
“…Action games, adventure games, simulation games, sports games, strategic games, puzzle games and role playing games are some of the digital games (Gros, 2007). A lot of research has been done recently on digital games (Cota and Ishitani, 2015;De Schutter et al, 2015;Denisova and Cairns, 2015;Bopp et al, 2016;De Grove et al, 2016;Mattar and Goi, 2019).…”
Section: Introductionmentioning
confidence: 99%