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Striking a Balance: User-Experience and Performance in Computerized Game-Based Assessment

机译:取得平衡:基于游戏的计算机评估中的用户体验和性能

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Game-based assessment (GBA) is a new frontier in the assessment industry. However, as with serious games, it will likely be important to find an optimal balance between making the game "fun" versus focusing on achieving the educational goals. We created two minigames to assess students' knowledge of argumentation skills. We conducted an iterative counter-balanced pre-survey-rnteraction-post-survey study with 124 students. We discovered that game presentation sequence and game perceptions are related to performance in two games with varying numbers of game features and alignment to educational content. Specifically, understanding how to play the games is related to performance when users start with a familiar environment and move to one with more game features, whereas enjoyment is related to performance when users start with a more gamified experience before moving to a familiar environment.
机译:基于游戏的评估(GBA)是评估行业中的一个新领域。但是,与严肃的游戏一样,在使游戏变得“有趣”与专注于实现教育目标之间找到最佳的平衡可能很重要。我们创建了两个迷你游戏来评估学生的论证技能知识。我们与124名学生进行了一次迭代的,平衡的调查前,调查后,调查后的研究。我们发现游戏呈现顺序和游戏感知与两个游戏的性能相关,这两个游戏具有不同数量的游戏功能并与教育内容保持一致。具体而言,当用户从熟悉的环境开始并转向具有更多游戏功能的游戏时,了解如何玩游戏与性能有关,而当用户在迁移至熟悉的环境之前以更加游戏化的体验开始时,娱乐与性能有关。

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