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. It is based on 65 research papers that used digital GBAs to determine: (1) the context where the study has been applied; (2) the primary purpose; (3) the domain of the game used; (4) game/tool availability; (5) the size of the data sample; (6) the computational methods 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 K-16 education and for assessment purposes, and that most GBAs focus on assessing STEM content, and cognitive and soft 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 current trends in the field and 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,而且有充分的证据支持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。本文通过对经验性GBA研究进行第一次系统文献审查,分析了GBA领域的现状。它基于65份研究论文,使用数字GBA来确定:(1) 应用研究的背景;(2) 主要目的;(3) 使用的游戏领域;(4) 游戏/工具的可用性;(5) 数据样本的大小;(6) 计算方法和算法的应用;(7) 研究的目标利益攸关方;(8) 作者报告了哪些限制和挑战。根据既定类别和我们的分析,研究结果表明GBA主要用于K-16教育和评估目的,而且大多数GBA侧重于评估STEM内容以及认知和软技能。此外,目前对GBA领域进行的研究将更加深入地、更深入地评估,从我们目前对GBA领域进行的研究中提供更深层次的实地和更深入的实地研究,我们从提供更深层次的实地研究成果。