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A Comparative Study of in-Game and out-Game Assessment for Storyline-based Games

Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSNConference contribution/Paperpeer-review

Published

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A Comparative Study of in-Game and out-Game Assessment for Storyline-based Games. / Molnar, Andreea; Garcia Estrada, Jose.
Proceedings of the 2018 IEEE International Conference on Learning Technologies. IEEE, 2018. p. 138-142.

Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSNConference contribution/Paperpeer-review

Harvard

Molnar, A & Garcia Estrada, J 2018, A Comparative Study of in-Game and out-Game Assessment for Storyline-based Games. in Proceedings of the 2018 IEEE International Conference on Learning Technologies. IEEE, pp. 138-142, IEEE International Conference on Learning Technologies , 9/07/18. https://doi.org/10.1109/ICALT.2018.00040

APA

Molnar, A., & Garcia Estrada, J. (2018). A Comparative Study of in-Game and out-Game Assessment for Storyline-based Games. In Proceedings of the 2018 IEEE International Conference on Learning Technologies (pp. 138-142). IEEE. https://doi.org/10.1109/ICALT.2018.00040

Vancouver

Molnar A, Garcia Estrada J. A Comparative Study of in-Game and out-Game Assessment for Storyline-based Games. In Proceedings of the 2018 IEEE International Conference on Learning Technologies. IEEE. 2018. p. 138-142 doi: 10.1109/ICALT.2018.00040

Author

Molnar, Andreea ; Garcia Estrada, Jose. / A Comparative Study of in-Game and out-Game Assessment for Storyline-based Games. Proceedings of the 2018 IEEE International Conference on Learning Technologies. IEEE, 2018. pp. 138-142

Bibtex

@inproceedings{0cc400c435e94ab89c4a0e8867ea8325,
title = "A Comparative Study of in-Game and out-Game Assessment for Storyline-based Games",
abstract = "Serious games have the potential to complement existing teaching methods by motivating and providing a more enjoyable experience for the players or by simulating events that would be otherwise difficult to reproduce in the classroom. Despite their potential, little is known about how the games could be used not only for teaching but also as assessment tools. This research addresses this gap. We present an in-game assessment method which assesses the learning objectives included in the game without the need for a separate intervention. We evaluate the proposed method and we show that there is no statistically significant difference in participants being assessed through a questionnaire outside the game and the integrated game assessment method. Moreover, we looked at whether the player experience has been affected by the changes needed in the game design and the players' preferences for different types of assessment. Most participants preferred being assessed through the game. They also felt that the assessment has overall improved their game experience.",
author = "Andreea Molnar and {Garcia Estrada}, Jose",
note = "{\textcopyright}2018 IEEE. Personal use of this material is permitted. However, permission to reprint/republish this material for advertising or promotional purposes or for creating new collective works for resale or redistribution to servers or lists, or to reuse any copyrighted component of this work in other works must be obtained from the IEEE.; IEEE International Conference on Learning Technologies ; Conference date: 09-07-2018 Through 13-07-2018",
year = "2018",
month = aug,
day = "13",
doi = "10.1109/ICALT.2018.00040",
language = "English",
pages = "138--142",
booktitle = "Proceedings of the 2018 IEEE International Conference on Learning Technologies",
publisher = "IEEE",

}

RIS

TY - GEN

T1 - A Comparative Study of in-Game and out-Game Assessment for Storyline-based Games

AU - Molnar, Andreea

AU - Garcia Estrada, Jose

N1 - ©2018 IEEE. Personal use of this material is permitted. However, permission to reprint/republish this material for advertising or promotional purposes or for creating new collective works for resale or redistribution to servers or lists, or to reuse any copyrighted component of this work in other works must be obtained from the IEEE.

PY - 2018/8/13

Y1 - 2018/8/13

N2 - Serious games have the potential to complement existing teaching methods by motivating and providing a more enjoyable experience for the players or by simulating events that would be otherwise difficult to reproduce in the classroom. Despite their potential, little is known about how the games could be used not only for teaching but also as assessment tools. This research addresses this gap. We present an in-game assessment method which assesses the learning objectives included in the game without the need for a separate intervention. We evaluate the proposed method and we show that there is no statistically significant difference in participants being assessed through a questionnaire outside the game and the integrated game assessment method. Moreover, we looked at whether the player experience has been affected by the changes needed in the game design and the players' preferences for different types of assessment. Most participants preferred being assessed through the game. They also felt that the assessment has overall improved their game experience.

AB - Serious games have the potential to complement existing teaching methods by motivating and providing a more enjoyable experience for the players or by simulating events that would be otherwise difficult to reproduce in the classroom. Despite their potential, little is known about how the games could be used not only for teaching but also as assessment tools. This research addresses this gap. We present an in-game assessment method which assesses the learning objectives included in the game without the need for a separate intervention. We evaluate the proposed method and we show that there is no statistically significant difference in participants being assessed through a questionnaire outside the game and the integrated game assessment method. Moreover, we looked at whether the player experience has been affected by the changes needed in the game design and the players' preferences for different types of assessment. Most participants preferred being assessed through the game. They also felt that the assessment has overall improved their game experience.

U2 - 10.1109/ICALT.2018.00040

DO - 10.1109/ICALT.2018.00040

M3 - Conference contribution/Paper

SP - 138

EP - 142

BT - Proceedings of the 2018 IEEE International Conference on Learning Technologies

PB - IEEE

T2 - IEEE International Conference on Learning Technologies

Y2 - 9 July 2018 through 13 July 2018

ER -