Skip to main content

Stealth Assessment Embedded in Game-Based Learning to Measure Soft Skills: A Critical Review

  • Chapter
  • First Online:
Game-Based Assessment Revisited

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

Abstract

The chapter aims to discuss how to embed stealth assessment in game-based learning (GBL) to empower learners from theoretical and practical perspectives. Numerous studies indicate that well-designed digital games integrated in learning settings can perform both entertainment and educational purposes. Many educators have adopted digital games for building active and engaging learning environments to enhance students’ learning outcomes. However, game-based assessment (GBA) is underdeveloped in the field of knowledge assessment. Among different types of game-based assessments, stealth assessment can be effectively used to reduce students’ test anxiety and to overcome the limitations of traditional standardized and high-stake tests. However, limited research has focused on how to effectively design and implement stealth assessment to evaluate the soft skills which are valued in the twenty-first century, such as problem-solving, creativity, and teamwork. Through investigating previous studies, the chapter will examine the theoretical and pragmatic bases of stealth assessment design and the effective practices of stealth assessment implementation and interpretation. The critical analysis addressed in the chapter will contribute to the knowledge in the field of stealth assessment on soft skills measurement. Finally, recommendations and implications will be discussed to improve the development of GBA.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 139.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 179.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD 179.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  • Alcañiz, M., Parra, E., & Giglioli, I. A. C. (2018). Virtual reality as an emerging methodology for leadership assessment and training. Frontiers in Psychology, 9, 1658. Retrieved from https://www.frontiersin.org/articles/10.3389/fpsyg.2018.01658/full

    Article  Google Scholar 

  • All, A., Patricia Nunez Castellar, E., & Van Looy, J. (2015). Towards a conceptual framework for assessing the effectiveness of digital game-based learning. Computers & Education, 88, 29–37.

    Article  Google Scholar 

  • All, A., Patricia Nunez Castellar, E., & Van Looy, J. (2016). Assessing the effectiveness of digital game-based learning: Best practices. Computers & Education, 92-93, 90–103.

    Article  Google Scholar 

  • Borji, Y. E., & Khaldi, M. (2014). Comparative study to develop a tool for the quality assessment of serious games intended to be used in education. International Journal of Emerging Technologies in Learning, 10, 50–55.

    Article  Google Scholar 

  • Brown, A., & Green, T. (2016). Virtual reality: Low-cost tools and resources for the classroom. TechTrends, 60(5), 517–519.

    Article  Google Scholar 

  • Caballero-Hernandez, J. A., Palomo-Duarte, M., & Dodero, J. M. (2017). Skill assessment in learning experiences based on serious games: A systematic mapping study. Computers & Education, 113, 42–60.

    Article  Google Scholar 

  • De Klerk, S., & Kato, P. M. (2017). The future value of serious games for assessment: Where do we go now. Journal of Applied Testing Technology, 18(S1), 32–37.

    Google Scholar 

  • de-Juan-Ripoll, C., Soler-Domínguez, J. L., Guixeres, J., Contero, M., Álvarez Gutiérrez, N., & Alcañiz, M. (2018). Virtual reality as a new approach for risk taking assessment. Frontiers in Psychology, 9, 1–8.

    Article  Google Scholar 

  • DeRosier, M. E., & Thomas, J. M. (2018). Establishing the criterion validity of Zoo U’s game-based social emotional skills assessment for school-based outcomes. Journal of Applied Developmental Psychology, 55, 52–61.

    Article  Google Scholar 

  • Dessinger, J. C., & Moseley, J. L. (2003). Confirmative evaluation: Practical strategies for valuing continuous improvement. Hoboken, NJ: Wiley.

    Google Scholar 

  • Dewey, J. (1910). How we think. New York, NY: D. C. Heath and Company.

    Book  Google Scholar 

  • DiCerbo, K. E. (2017). Building the evidentiary argument in game-based assessment. Journal of Applied Testing Technology, 18(S1), 7–18.

    Google Scholar 

  • Faizan, N., Löffler, A., Heininger, R., Utesch, M., & Krcmar, H. (2019). Classification of evaluation methods for the effective assessment of simulation games: Results from a literature review. International Journal of Engineering Pedagogy, 9(1), 19–33.

    Article  Google Scholar 

  • Flynn, R., Bacon, E., & Dastbaz, M. (2010). Impact of learning paradigms in games design: How the theory of learning has influenced the design of video games. Global Learn Asia Pacific, 2010(1), 1550–1556.

    Google Scholar 

  • Hickman, L. (1990). John Dewey’s pragmatic technology. Bloomington, IN: Indiana University Press.

    Google Scholar 

  • Hwa, S. P. (2018). Pedagogical change in mathematics learning: Harnessing the power of digital game-based learning. Educational Technology & Society, 21(4), 259–276.

    Google Scholar 

  • Ke, F., & Shute, V. (2015). Design of game-based stealth assessment and learning support. In C. S. Loh, Y. Sheng, & D. Ifenthaler (Eds.), Serious games analytics (pp. 301–318). Cham, Switzerland: Springer.

    Chapter  Google Scholar 

  • Kiili, K. (2005). Digital game-based learning: Towards an experiential gaming model. Internet and Higher Education, 8(1), 13–24.

    Article  Google Scholar 

  • Kim, Y. J., Almond, R. G., & Shute, V. J. (2016). Applying evidence-centered design for the development of game-based assessments in physics playground. International Journal of Testing, 16(2), 142–163.

    Article  Google Scholar 

  • Kim, Y. J., & Shute, V. J. (2015). The interplay of game elements with psychometric qualities, learning, and enjoyment in game-based assessment. Computers & Education, 87, 340–356.

    Article  Google Scholar 

  • Lock, J., Kim, B., Koh, K., & Wilcox, G. (2018). Navigating the tensions of innovative assessment and pedagogy in higher education. Canadian Journal for the Scholarship of Teaching and Learning, 9(1), 8–18.

    Article  Google Scholar 

  • Mayer, I. (2018). Assessment of teams in a digital game environment. Simulation & Gaming, 49(6), 602–619.

    Article  Google Scholar 

  • Mayer, I., Warmelink, H., & Bekebrede, G. (2013). Learning in a game-based virtual environment: A comparative evaluation in higher education. European Journal of Engineering Education, 38(1), 85–106.

    Article  Google Scholar 

  • Morrison, G. R., Ross, S. M., Kemp, J. E., & Kalman, H. (2010). Designing effective instruction. Hoboken, NJ: Wiley.

    Google Scholar 

  • Perini, S., Luglietti, R., Margoudi, M., Oliveira, M., & Taisch, M. (2018). Learning and motivational effects of digital game-based learning (DGBL) for manufacturing education –the life cycle assessment (LCA) game. Computers in Industry, 102, 40–49.

    Article  Google Scholar 

  • Petrovica, S., & Anohina-Naumeca, A. (2017). The adaptation approach for affective game-based assessment. Applied Computer Systems, 22, 13–20.

    Article  Google Scholar 

  • Shute, V. J., & Ventura, M. (2013). Stealth assessment: Measuring and supporting learning in video games. Cambridge, MA: MIT.

    Book  Google Scholar 

  • Shute, V. J., Wang, L., Greiff, S., Zhao, W., & Moore, G. (2016). Measuring problem solving skills via stealth assessment in an engaging video game. Computers in Human Behavior, 63, 106–117.

    Article  Google Scholar 

  • Snead, J. (Director). (2014). Video games: The movie [Motion picture]. Dallas, TX: Media Juice Studios Ltd.

    Google Scholar 

  • Snow, E. L., Allen, L. K., Jacovina, M. E., & McNamara, D. S. (2014). Does agency matter?: Exploring the impact of controlled behaviors within a game-based environment. Computers & Education, 82, 378–392.

    Article  Google Scholar 

  • Snow, E. L., Likens, A. D., Allen, L. K., & McNamara, D. S. (2016). Taking control: Stealth assessment of deterministic behaviors within a game-based system. International Journal of Artificial Intelligence in Education, 26(4), 1011–1032.

    Article  Google Scholar 

  • Tsai, F., Tsai, C., & Lin, K. (2015). The evaluation of different gaming modes and feedback types on game-based formative assessment in an online learning environment. Computers & Education, 81, 259–269.

    Article  Google Scholar 

  • Zull, J. E. (2002). The art of changing the brain: Enriching teaching by exploring the biology of learning. Sterling, VA: Stylus Publishing.

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Xinyue Ren .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2019 Springer Nature Switzerland AG

About this chapter

Check for updates. Verify currency and authenticity via CrossMark

Cite this chapter

Ren, X. (2019). Stealth Assessment Embedded in Game-Based Learning to Measure Soft Skills: A Critical Review. In: Ifenthaler, D., Kim, Y.J. (eds) Game-Based Assessment Revisited. Advances in Game-Based Learning. Springer, Cham. https://doi.org/10.1007/978-3-030-15569-8_4

Download citation

  • DOI: https://doi.org/10.1007/978-3-030-15569-8_4

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-15568-1

  • Online ISBN: 978-3-030-15569-8

  • eBook Packages: EducationEducation (R0)

Publish with us

Policies and ethics