Simulation games were the most-used game type for educational assessment (N = 7, 33%), followed by immersive (N = 6, 29%) and video games (N = 5, 24%)¶
Claim · All claims
Evidence · 1 study · reviewr2·q2
Currency · newest study 2024 · not yet checked against its sources · not reviewed by a person
Subclaims¶
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q2 i? Simulation games constituted the highest usage among reviewed GBA studies (N = 7, 33%), followed by immersive (N = 6, 29%) and video games (N = 5, 24%); gamification, board, and puzzle games were each applied once (N = 1, 5%). → Su 2024
Evidence¶
Su 2024¶
Su, F., & Zou, D. (2024). A systematic review of game-based assessment in education in the past decade. Knowledge Management & E-Learning, 16(3), 451–476. https://doi.org/10.34105/j.kmel.2024.16.021
q2 · i? · review · r2
Genre coding of the 21 included studies' games, compared against genre descriptions from prior reviews; discrepancies were coded as reported in the respective articles. Examples of simulation games named include Posterlet, Raging Skies, Semideus, and Noah Kingdom.
"simulation games constituted the highest usage ( N = 7, 33%), followed by immersive (N = 6, 29%) and video games (N = 5, 24%)"
Discussion¶
Related Claims¶
- GBA research in education remained limited until 2012 and fluctuated thereafter, with the USA the most prolific region (N = 10, 48%) — related
- GBA is predominantly applied in physics education (4 studies), with about 19% of studies not specifying a subject field — related
- Supporting theory in GBA studies tends to be unitary: about 48% of studies specified no theory, and evidence-centered design was cited most (N = 6) — related
- Immersive technologies are rarely adopted in robotics GBL/gamification but studies using them report heightened engagement, improved spatial reasoning, and enhanced perceived realism — related
- Action and role-playing videogames are most preferred and simulation and puzzle least preferred in both cultures, with culture-specific traditional game preferences — related
Page metadata
| Field | Value |
|---|---|
type |
claim |
id |
gba-game-types-simulation-most-used |
title |
Simulation games were the most-used game type for educational assessment (N = 7, 33%), followed by immersive (N = 6, 29%) and video games (N = 5, 24%) |
description |
Simulation games were the most-used game type for educational assessment (N = 7, 33%), followed by immersive (N = 6, 29%) and video games (N = 5, 24%) |
status |
review |
evidence_strength |
moderate |
newest_evidence |
2024 |
generated |
by process:wiki-ingest on 2026-10-16 |
trust |
unverified — no one has confirmed this page's content |
sources |
1 — su-2024 |
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