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Assessing Problem-Solving Skills in Game-Based Immersive Environments

  • Valerie J. ShuteEmail author
  • Benjamin Emihovich
Reference work entry
Part of the Springer International Handbooks of Education book series (SIHE)

Abstract

According to Pearson’s Law: “That which is measured improves.” But some important constructs, like problem-solving skill, are generally viewed as very difficult to measure for a variety of reasons (e.g., lack of a clear and agreed-upon definition, psychological and/or statistical multidimensionality of the construct, subjectivity of scoring, and so on). Adding to the challenge of validly measuring problem-solving skill is that formal education settings tend to focus only on well-structured problems – those that have correct and incorrect answers. However, these problems tend to have little transfer to the real world. In short, there is a gap in the kinds of problems being assessed and taught in schools and those desired in workplace environments. In this chapter, we focus on how game-based immersive environments, such as well-designed video games, can be used to both measure and promote the development of problem-solving skills in formal education settings. In this chapter, we discuss the theoretical foundations of problem-solving and provide a worked example of assessing it from gameplay using a well-designed video game. We conclude the chapter with a discussion on future implications for using game-based environments to measure and promote problem-solving skills in education.

Keywords

Assessment Game-based learning Problem-solving skill Stealth assessment Video games 

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Copyright information

© Springer International Publishing AG, part of Springer Nature 2018

Authors and Affiliations

  1. 1.Florida State UniversityTallahasseeUSA

Section editors and affiliations

  • Mary Webb
    • 1
  • Dirk Ifenthaler
    • 2
  1. 1.King's College LondonLondonUK
  2. 2.University of MannheimMannheimGermany

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