Gamification as an Innovative Approach for the Assessment of Procedural Knowledge
Abstract
:1. Introduction
2. Related Work
2.1. Knowledge Classification
2.2. Gamification
2.3. Gamification-Based Assessment
3. Case Study: GBA for Procedural Knowledge in Firefighting Scenarios
3.1. Research Hypothesis
3.2. Research Methodology
3.2.1. Participants
3.2.2. Procedure
3.3. Research Results
4. Discussion
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Appendix A. Survey on User Experience in Gamification-Based Assessment of Fire Safety Knowledge (Questionnaire)
References
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Declarative Knowledge | Procedural Knowledge | |
---|---|---|
Definition | Knowledge of “what is”, mainly comprises facts, definitions, concepts, and laws | Knowledge of “how to”, mainly comprises steps, algorithms, and strategies |
Characteristics | Static knowledge | Dynamic knowledge |
Representation | Propositions and propositional networks | Production and production system |
Acquisition Method | Mainly through memorization | Mainly through operation and practice |
Assessment Method | Appropriate for use with PBA | Appropriate for use with GBA |
Year | Author | Main Area | Main Contribution |
---|---|---|---|
2011 | Deterding et al. [24] | Human–Computer Interaction | Proposing a definition of gamification as the use of game design elements in non-game contexts. |
2012 | Werbach and Hunter [25] | Business | Defining gamification as the use of game elements and game design techniques in non-game contexts, arguing that immediate feedback served as a core element of gamification and analyzing the value of the flow theory for gamification. |
2012 | Kapp [27] | Education | Applying gamification for learning, dividing gamification into structural gamification and content gamification, suggesting that design gamification is based on different types of knowledge. |
2015 | Lieberoth [28] | Education, Psychology | Proposing a framework for differentiating deep and shallow gamification. |
2016 | Armstrong et al. [34] | Human Resources, Psychology | Correcting misconceptions about gamification of assessment, proposing it refers to a broader set of tools than just SJTs and badges. |
2019 | Pitoyo et al. [47] | Education | Using the term “Gamification-Based Assessment”, research the approach to reduce test anxiety through game elements in the Quizizz platform. |
2020 | Pitoyo et al. [39] | Education | Gamification-based assessment had a positive washback effect on students’ learning. |
2020 | Obaid et al. [41] | Personnel Selection | Gamification is a promising approach to solving job recruitment and job training problems. |
2021 | Blaik and Mujcic [38] | Personnel Selection | Game-based assessment is a type of more immersive assessment. |
2022 | Pishchanska et al. [29] | Education | Proposing three types of gamification that are used in education, light, middle, and hard. |
2022 | Kukulska et al. [15] | Education | Released the report “Innovative Pedagogies”, which once again recommendeds the method of gamification. |
2023 | Vancini et al. [32] | Emergency Preparedness | The incorporation of gamification in first-aid training can lead to more effective skill acquisition and better preparedness for real-life emergency situations. |
2024 | Zhang, Z. and Huang, X. [35] | Education | Exploring the impact of the adaptive gamified assessment on learners in blended learning, the study verifies that adaptive gamified testing is an effective instructional method for fostering improved motivation and learning outcomes. |
2024 | Swacha and Kulpa [36] | Education | The study introduces a game-like online assessment tool that leverages the fear of failure to enhance student engagement and reduce stress, aiming to provide a more immersive and effective assessment experience. |
The Experimental Group | The Control Group | ||||||
---|---|---|---|---|---|---|---|
Assessment Method | Mean ± SD | Excellent and Good Rate | Pass Rate | Assessment Method | Mean ± SD | Excellent and Good Rate | Pass Rate |
GBA | 60.0 ± 10.587 | 1% | 58% | PBA | 58.7 ± 10.667 | 0% | 53% |
PBA | 73.5 ± 12.707 | 35% | 87% | GBA | 66.1 ± 11.368 | 12% | 72% |
N | Cronbach’s Alpha | KMO Test | Bartlett’s Test of Sphericity | |
---|---|---|---|---|
df | p-Value | |||
120 | 0.85 | 0.922 | 2760.000 | 0.000 *** |
Question Number | N | Mean | Standard Deviation | Question Number | N | Mean | Standard Deviation |
---|---|---|---|---|---|---|---|
Q1 | 120 | 4.433 | 0.6447 | Q13 | 120 | 4.242 | 0.7669 |
Q2 | 120 | 4.425 | 0.6567 | Q14 | 120 | 4.242 | 0.8301 |
Q3 | 120 | 4.433 | 0.6949 | Q15 | 120 | 4.175 | 0.7742 |
Q4 | 120 | 4.408 | 0.6798 | Q16 | 120 | 4.458 | 0.6723 |
Q5 | 120 | 4.442 | 0.6324 | Q17 | 120 | 4.358 | 0.7864 |
Q6 | 120 | 4.400 | 0.6909 | Q18 | 120 | 4.000 | 0.8793 |
Q7 | 120 | 4.408 | 0.6284 | Q19 | 120 | 4.508 | 0.6481 |
Q8 | 120 | 4.350 | 0.6939 | Q20 | 120 | 4.483 | 0.6480 |
Q9 | 120 | 4.333 | 0.7596 | Q21 | 120 | 4.458 | 0.6469 |
Q10 | 120 | 4.367 | 0.6852 | Q22 | 120 | 4.542 | 0.5926 |
Q11 | 120 | 4.267 | 0.8068 | Q23 | 120 | 4.483 | 0.6734 |
Q12 | 120 | 4.383 | 0.6506 | Q24 | 120 | 4.458 | 0.7206 |
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Chen, K.; Yang, S.; Luh, D.; Chen, Z.; Ai, H.; An, Y. Gamification as an Innovative Approach for the Assessment of Procedural Knowledge. Electronics 2025, 14, 1573. https://doi.org/10.3390/electronics14081573
Chen K, Yang S, Luh D, Chen Z, Ai H, An Y. Gamification as an Innovative Approach for the Assessment of Procedural Knowledge. Electronics. 2025; 14(8):1573. https://doi.org/10.3390/electronics14081573
Chicago/Turabian StyleChen, Kun, Shengxiang Yang, Dingbang Luh, Zihao Chen, Honghua Ai, and Yi An. 2025. "Gamification as an Innovative Approach for the Assessment of Procedural Knowledge" Electronics 14, no. 8: 1573. https://doi.org/10.3390/electronics14081573
APA StyleChen, K., Yang, S., Luh, D., Chen, Z., Ai, H., & An, Y. (2025). Gamification as an Innovative Approach for the Assessment of Procedural Knowledge. Electronics, 14(8), 1573. https://doi.org/10.3390/electronics14081573