2011
DOI: 10.1007/s11423-010-9183-0
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Measuring learning in serious games: a case study with structural assessment

Abstract: The effectiveness of serious games is often measured with verbal assessment. As an alternative we propose Pathfinder structural assessment (defined as measuring the learners' knowledge organization and compare this with a referent structure) which comprises three steps: knowledge elicitation, knowledge representation and knowledge evaluation. We discuss practical and theoretical considerations for the use of structural assessment and showcase its application with the game Code Red: Triage. Results suggest that… Show more

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Cited by 38 publications
(18 citation statements)
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“…To this end, we quantified similarity between PFNETs from the three experimental conditions using a set theoretical measure closeness ( C ). C reflects the degree to which a concept has the same neighbors in two different PFNETs (Goldsmith & Davenport, ) and is a valid measurement of similarity between cognitive representations of knowledge (e.g., Wouters, Van der Spek, & Van Oostendorp, ). Values of C can theoretically vary from 0 to 1, with higher values of C indicating higher similarity between structures.…”
Section: Resultsmentioning
confidence: 99%
“…To this end, we quantified similarity between PFNETs from the three experimental conditions using a set theoretical measure closeness ( C ). C reflects the degree to which a concept has the same neighbors in two different PFNETs (Goldsmith & Davenport, ) and is a valid measurement of similarity between cognitive representations of knowledge (e.g., Wouters, Van der Spek, & Van Oostendorp, ). Values of C can theoretically vary from 0 to 1, with higher values of C indicating higher similarity between structures.…”
Section: Resultsmentioning
confidence: 99%
“…SSGs, similar to other technologies, must be carefully chosen and adjusted to the specific learning situation [11,44], and from the very start, responsible teachers and instructors should know how to evaluate their effectiveness [9]. It is important to keep in mind that SSGs are not only tools that need to be adjusted and used, but tools and applications that need to be continually developed.…”
Section: Possibilities Provided By Ssgsmentioning
confidence: 99%
“…To fully utilize digital or serious games, important limitations could include the following: lack of knowledge about how to align the aims of the games to the learning goals, unintended side effects from the digital transition [7], or missing game elements that allow for in-depth learning [8]. This is mainly due to difficulties concerning how to systematically introduce and assess effects [9] or illustrate empirical benefits [10]. Tsekleves and his colleagues stated the following: "it is yet unclear how serious games can be best incorporated within formal education systems" [11].…”
Section: Introductionmentioning
confidence: 99%
“…In general, the application of games with the aim of education and learning is defined as "Serious games" [5]. In SG, players assume different roles and are involved in simple and complicated decision making processes, which makes it attractive for SBCE process where alternative design exploration and convergence involve multiple-views.…”
Section: Introduction Of Sbce Gamementioning
confidence: 99%