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Content validity of game-based assessment

Case study of a serious game for ict managers in training

Auteur(s) Hans Hummel; Rob Nadolski; Desiree Joosten-ten Brinke; Liesbeth Baartman
Publicatiedatum 2017
Publicatietype Artikel
Kenniscentrum Hogeschool Utrecht, Kenniscentrum Leren en Innoveren
Lectoraat Beroepsonderwijs
Uitgever Taylor & Francis
Samenvatting Serious games foster the acquisition of complex problem-solving skills. Assessment of such skills should be in line with instruction, and within a serious game environment its content validity should equal face-to-face assessment. Research on assessment in serious gaming has remained rather scarce. This article shows how assessment can be implemented in serious gaming in a way that assures content validity. The core of the authors’ validation method entails mapping learning activities (as contained in the game scenario) on performance indicators and outputs (as derived from formal attainment levels). They present how they have elaborated and applied the method for an assessment game for ICT managers in secondary vocational education. They describe the procedure and extent to which this assessment is content-valid compared to face-to-face assessment.
Trefwoorden serious games, assessment, vocational education, content validation method, professional competence
Taal Engels
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Gepubliceerd in Technology, Pedagogy and Education
Jaargang/Volume 26 nr. 2
Paginabereik 225-240
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