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首页> 外文期刊>Journal of managerial psychology >Gamifying a situational judgment test with immersion and control game elements Effects on applicant reactions and construct validity
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Gamifying a situational judgment test with immersion and control game elements Effects on applicant reactions and construct validity

机译:通过浸入和控制游戏元素对申请人反应的影响以及构建有效性来汇集情境判断测试

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Purpose Assessment gamification, which refers to the addition of game elements to existing assessments, is commonly implemented to improved applicant reactions to existing psychometric measures. This study aims to understand the effects of gamification on applicant reactions to and measurement quality of situational judgment tests. Design/methodology/approach In a 2 x 4 between-subjects experiment, this study randomly assigned 315 people to experience different versions of a gamified situational judgment test, crossing immersive game elements (text, audio, still pictures, video) with control game elements (high and low), measuring applicant reactions and assessing differences in convergent validity between conditions. Findings The use of immersive game elements improved perceptions of organizational technological sophistication, but no other reactions outcomes (test attitudes, procedural justice, organizational attractiveness). Convergent validity with cognitive ability was not affected by gamification. Originality/value This is the first study to experimentally examine applicant reactions and measurement quality to SJTs based upon the implementation of specific game elements. It demonstrates that small-scale efforts to gamify assessments are likely to lead to only small-scale gains. However, it also demonstrates that such modifications can be done without harming the measurement qualities of the test, making gamification a potentially useful marketing tool for assessment specialists. Thus, this study concludes that utility should be considered carefully and explicitly for any attempt to gamify assessment.
机译:目的评估游戏,这是指对现有评估的增加游戏元素,普遍实施,以改善对现有的心理测量措施的反应。本研究旨在了解游戏处理对申请人反应和衡量判决测试质量的影响。在一个受试者实验中的2 x 4中的设计/方法/方法,这项研究随机分配了315人,体验了不同版本的赌博情境判断测试,交叉沉浸式游戏元素(文本,音频,静图,视频)与控制游戏元素(高低),测量申请人反应并评估条件之间会聚有效性的差异。调查结果使用沉浸式游戏元素提高了组织技术复杂性的看法,但没有其他反应结果(考试态度,程序正义,组织吸引力)。具有认知能力的收敛有效性不受游戏的影响。原创性/值这是第一次根据具体游戏元素的实施实验地将申请人反应和测量质量进行实验检查到SJT。它表明,对游戏评估的小规模努力很可能导致小规模的收益。然而,它还表明这种修改可以在不损害测试的测量质量的情况下进行,使游戏提供评估专家的可能有用的营销工具。因此,本研究得出结论,应仔细和明确地审议诸如博彩评估的效用。

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