Technology has become an essential part of our everyday life, and its use in educational environments keeps growing. In addition, games are one of the most popular activities across cultures and ages, and there is ample evidence that supports the benefits of using games for assessment. This field is commonly known as game-based assessment (GBA), which refers to the use of games to assess learners' competencies, skills, or knowledge. This paper analyzes the current status of the GBA field by performing the first systematic literature review on empirical GBA studies, based on 66 research papers that used digital GBAs to determine: (1) the context where the study has been applied, (2) the primary purpose, (3) the knowledge domain of the game used, (4) game/tool availability, (5) the size of the data sample, (6) the data science techniques and algorithms applied, (7) the targeted stakeholders of the study, and (8) what limitations and challenges are reported by authors. Based on the categories established and our analysis, the findings suggest that GBAs are mainly used in formal education and for assessment purposes, and most GBAs focus on assessing STEM content and cognitive skills. Furthermore, the current limitations indicate that future GBA research would benefit from the use of bigger data samples and more specialized algorithms. Based on our results, we discuss the status of the field with the current trends and the open challenges (including replication and validation problems) providing recommendations for the future research agenda of the GBA field.
翻译:此外,游戏是文化和年龄之间最受欢迎的活动之一,而且有充分的证据表明,使用游戏进行评估的好处。这个领域通常被称为以游戏为基础的评估(GBA),它指的是使用游戏来评估学习者的能力、技能或知识。本文根据已确立的类别和我们的分析,分析了全球律师协会领域的现状。 研究结果表明,全球律师协会主要用于正规教育和评估目的,大多数全球律师协会侧重于评估STEM的内容和认知技能。 此外,目前的限制表明,未来全球律师协会的研究成果将受益于更深入的实地研究以及我们实地研究的结果。