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¶
Claim · All claims
Evidence · 1 study · reviewr2·q2
Currency · newest study 2024 · not yet checked against its sources · 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? Across 56 reviewed studies, the large majority reported serious games successful for the targeted professional competency, with success rates of 84% (cognitive skills), 83% (knowledge), and 100% (motor skills). → 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 · r2
Systematic review of 56 studies (published 2006–2020) on serious games for professional competencies. The review reports the proportion of studies per competency type meeting its success criteria, quoting that "84%, 83%, and 100% reported research results showing the SG was successful". Success was defined as significant improvement or a significant relationship with a validated measure.
"Divided over the type of professional competency evaluated, 84%, 83%, and 100% reported research results showing the SG was successful for cognitive skills, knowledge, and motor skills respectively"
Discussion¶
Related Claims¶
- 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 can provide an authentic physical context and task for professional competencies, though a small number of successful games used neither — related
- In-game behaviors collected unobtrusively in serious games show promising relationships with candidate ability level in the target professional competency — related
- Nearly all reviewed serious games include game mechanics providing freedom of gameplay, most commonly choice options, interactive elements, and free exploration — related
Page metadata
| Field | Value |
|---|---|
type |
claim |
id |
serious-games-successful-professional-competencies |
title |
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 |
description |
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 |
status |
review |
evidence_strength |
moderate |
newest_evidence |
2024 |
generated |
by process:wiki-ingest on 2026-10-28 |
trust |
unverified — no one has confirmed this page's content |
sources |
1 — bijl-2024 |
Frontmatter is the page's machine-readable record — see the Schema & Guide.