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Please use this identifier to cite or link to this item: http://hdl.handle.net/1820/5566
Title: Performance assessment in serious games: Compensating for the effects of randomness
Authors: Westera, Wim
Keywords: serious
gaming
performance
assessment
cut score
computer-assisted lelarning
monte carlo
randomness
Issue Date: 6-Nov-2014
Citation: Westera, W. (2016). Performance assessment in serious games: Compensating for the effects of randomness. Education and Information Technologies, 21(3), 681-697. http://link.springer.com/article/10.1007/s10639-014-9347-3. DOI 10.1007/s10639-014-9347-3
Abstract: This paper is about performance assessment in serious games. We conceive serious gaming as a process of player-lead decision taking. Starting from combinatorics and item-response theory we provide an analytical model that makes explicit to what extent observed player performances (decisions) are blurred by chance processes (guessing behaviors). We found large effects both theoretically and practically. In two existing serious games random guess scores were found to explain up to 41% of total scores. Monte Carlo simulation of random game play confirmed the substantial impact of randomness on performance. For valid performance assessments, be it in-game or post-game, the effects of randomness should be included to produce re-calibrated scores that can reasonably be interpreted as the players´ achievements.
URI: http://hdl.handle.net/1820/5566
Appears in Collections:1. FEEEL Publications, books and conference papers

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