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Game-based assessment framework for virtual reality, augmented reality and digital game-based learning
16 references·1 citing·44 second hop
Game-based assessment framework for virtual reality, augmented reality and digital game-based learning (2023)Game-based assessment framework for virtu…Rethinking authentic assessment: work, well-being, and society (2022)Rethinking authentic assessme…Stealth assessment of creativity in a physics video game (2020)Stealth assessment of creativ…Why and How Serious Games can Become Far More Effective: Accommodating Productive Learning Experiences, Learner Motivation and the Monitoring of Learning Gains (2019)Why and How Serious Games can…Using principles of authentic assessment to redesign written examinations and tests (2019)Using principles of authentic…Artificial intelligence moving serious gaming: Presenting reusable game AI components (2019)Artificial intelligence movin…A systematic review of serious games in medical education: quality of evidence and pedagogical strategy (2018)A systematic review of seriou…Foundations of Game-Based Learning (2015)Foundations of Game-Based Lea…Applying Evidence-Centered Design for the Development of Game-Based Assessments in Physics Playground (2015)Applying Evidence-Centered De…The evaluation of different gaming modes and feedback types on game-based formative assessment in an online learning environment (2014)The evaluation of different g…Stealth Assessment (2013)Stealth AssessmentEstablishing the critical elements that determine authentic assessment (2013)Establishing the critical ele…Assessment for Game-Based Learning (2012)Assessment for Game-Based Lea…A Brief Introduction to Evidence-Centered Design (2004)A Brief Introduction to Evide…What video games have to teach us about learning and literacy (2003)What video games have to teac…Focus Article: On the Structure of Educational Assessments (2003)Focus Article: On the Structu…Teaching for Quality Learning at University: What the Student Does (1999)Teaching for Quality Learning…Digital-Technology-Enhanced Immersive Learning in Chinese Secondary School Geography Education: A Comprehensive Comparative Analysis of Sustainable Pedagogical Transformation (2025)Digital-Technology-Enhanced I…Construct validity in psychological tests. 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References

  • 2003What video games have to teach us about learning and literacy5,713 cited
  • 1999Teaching for Quality Learning at University: What the Student Does3,341 cited
  • 2015Foundations of Game-Based Learning1,754 cited
  • 2003Focus Article: On the Structure of Educational Assessments809 cited
  • 2018A systematic review of serious games in medical education: quality of evidence and pedagogical strategy410 cited
  • 2013Stealth Assessment406 cited
  • 2013Establishing the critical elements that determine authentic assessment389 cited
  • 2022Rethinking authentic assessment: work, well-being, and society199 cited
  • 2004A Brief Introduction to Evidence-Centered Design165 cited
  • 2019Using principles of authentic assessment to redesign written examinations and tests157 cited
  • 2014The evaluation of different gaming modes and feedback types on game-based formative assessment in an online learning environment144 cited
  • 2019Artificial intelligence moving serious gaming: Presenting reusable game AI components136 cited
  • 2012Assessment for Game-Based Learning127 cited
  • 2020Stealth assessment of creativity in a physics video game112 cited
  • 2019Why and How Serious Games can Become Far More Effective: Accommodating Productive Learning Experiences, Learner Motivation and the Monitoring of Learning Gains

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93 cited
  • 2015Applying Evidence-Centered Design for the Development of Game-Based Assessments in Physics Playground85 cited
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    • 2025Digital-Technology-Enhanced Immersive Learning in Chinese Secondary School Geography Education: A Comprehensive Comparative Analysis of Sustainable Pedagogical Transformation4 cited