Serious games can provide an authentic physical context and task for professional competencies, though a small number of successful games used neither¶
Claim · All claims
Evidence · 1 study · reviewr3·q2
Currency · newest study 2024 · checked against its sources 2026-10-28 (automated, 1 of 1 entry) · not reviewed by a person
Subclaims¶
Reading the evidence codes
q is the design tier, i the impact, n the sample, and the kind with its r
the rigour judged within that kind: what each code means.
This claim: no standardized effect is recorded in observations/ for it yet, so no benchmark reading is possible.
q2 i? Of the reviewed studies where task authenticity could be determined, all but four included an authentic task, and examples of non-authentic physical contexts were rare across all three competency types. → Bijl 2024
Evidence¶
Bijl 2024¶
Bijl, A., Veldkamp, B. P., Wools, S., & de Klerk, S. (2024). Serious games in high-stakes assessment contexts: a systematic literature review into the game design principles for valid game-based performance assessment. Education Tech Research Dev, 72, 2041–2064. https://doi.org/10.1007/s11423-024-10362-0
q2 · i? · review · r3
The review's authenticity synthesis (Tables 4 and 5) categorizes each included game's physical context and task authenticity by competency type. It reports that "all but four included an authentic task for the professional competency targeted", with non-authentic examples found for all three competency types.
"Second, of the studies for which task authenticity could be determined, all but four included an authentic task for the professional competency targeted"
Discussion¶
Learner Variables¶
- Domain Context — outcome: instruction changes it
Related Claims¶
- Nearly all reviewed serious games include game mechanics providing freedom of gameplay, most commonly choice options, interactive elements, and free exploration — related
- In-game behaviors collected unobtrusively in serious games show promising relationships with candidate ability level in the target professional competency — related
- Adaptivity is rarely implemented in serious games for professional competencies, no reviewed game adjusts difficulty down based on player actions, and none were found for cognitive skills — related
- Serious games are frequently successful in teaching, training, or assessing professional competencies, with reported success rates of 84% for cognitive skills, 83% for knowledge, and 100% for motor skills — related
- Thematic analysis identified immersion as the dominant theme, with teachers reporting VR could remove physical barriers and provide authentic practice settings for ML2 — related
Page metadata
| Field | Value |
|---|---|
type |
claim |
id |
serious-games-authentic-context-task |
title |
Serious games can provide an authentic physical context and task for professional competencies, though a small number of successful games used neither |
description |
Serious games can provide an authentic physical context and task for professional competencies, though a small number of successful games used neither |
status |
review |
evidence_strength |
moderate |
newest_evidence |
2024 |
source_checked |
2026-10-28 |
generated |
by process:wiki-ingest on 2026-10-28 |
trust |
unverified — no one has confirmed this page's content |
sources |
1 — bijl-2024 |
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