Game-Based Assessment Revisited

  • Dirk Ifenthaler
  • Yoon Jeon Kim

Part of the Advances in Game-Based Learning book series (AGBL)

Table of contents

  1. Front Matter
    Pages i-xxi
  2. Foundations of Game-Based Assessment

    1. Front Matter
      Pages 1-1
    2. Yoon Jeon Kim, Dirk Ifenthaler
      Pages 3-11
    3. P. G. Schrader, Michael P. McCreery, Mark C. Carroll, Danielle L. Head, Jeffrey R. Laferriere
      Pages 13-35
    4. Andreas Oranje, Bob Mislevy, Malcolm I. Bauer, G. Tanner Jackson
      Pages 37-65
    5. T. Fulya Eyupoglu, John L. Nietfeld
      Pages 85-102
  3. Emerging Methods and Practices

  4. Best Practice Implementations

    1. Front Matter
      Pages 211-211
    2. Fengfeng Ke, Biswas Parajuli, Danial Smith
      Pages 213-227
    3. Linda William, Za’ Aba Bin Abdul Rahim, Liping Wu, Robert de Souza
      Pages 257-280
    4. José A. Ruipérez-Valiente, Louisa Rosenheck, Yoon Jeon Kim
      Pages 281-300
    5. Vipin Verma, Tyler Baron, Ajay Bansal, Ashish Amresh
      Pages 327-346
  5. Back Matter
    Pages 347-353

About this book


The capabilities and possibilities of emerging game-based learning technologies bring about a new perspective of learning and instruction. This, in turn, necessitates alternative ways to assess the kinds of learning that are taking place in the game-based environments. The field has been broadening the focus of assessment in game environments (i.e., what we measure), developing processes and methodologies that go beyond psychometrics practices (i.e., how we go about assessment in games), and implementing the game-based assessment (GBA) in real contexts. The current state of the field calls for a revisit of this topic to understand what we have learned from the research on this topic, and how the GBA work changed how the field thinks about assessment beyond game environments. Accordingly, this comprehensive volume covers the current state of research, methodology, and technology of game-based assessment.  It features four major themes: what we are measuring in games, how GBA has influenced how people do assessment beyond games, new methods and practices, and implementations of GBA. The audience for this volume includes researchers, graduate students, teachers, and professional practitioners in the areas of education, instructional design, educational psychology, academic and organizational development, and instructional technology.

  • Explores and expounds upon advances in design, implementation and assessment strategies for game-based learning;
  • Showcases international collaborations and current perspectives on assessment in game-based learning;
  • Offers descriptive case studies showing innovative approaches of game-based assessment.


Educational Technology Learning Environments Instructional design and technology Technology integration in learning and instruction Assessment and research methods Digital game environments Factors that influence learning Productive perseverance Stealth assessment Innovative assessment Data analytics Data mining Practical implementation of game-bases assessment Dashboard development Teachers' professional development

Editors and affiliations

  • Dirk Ifenthaler
    • 1
  • Yoon Jeon Kim
    • 2
  1. 1.Learning, Design and TechnologyUniversity of MannheimMannheimGermany
  2. 2.Teaching Systems LabMassachusetts Institute of TechnologyCambridgeUSA

Bibliographic information

  • DOI
  • Copyright Information Springer Nature Switzerland AG 2019
  • Publisher Name Springer, Cham
  • eBook Packages Education Education (R0)
  • Print ISBN 978-3-030-15568-1
  • Online ISBN 978-3-030-15569-8
  • Series Print ISSN 2567-8086
  • Series Online ISSN 2567-8485
  • Buy this book on publisher's site