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Gamifying a situational judgment test with immersion and control game elements
Journal of Managerial Psychology ( IF 4.043 ) Pub Date : 2020-03-08 , DOI: 10.1108/jmp-10-2018-0446
Richard N. Landers , Elena M. Auer , Joseph D. Abraham

Assessment gamification, which refers to the addition of game elements to existing assessments, is commonly implemented to improved applicant reactions to existing psychometric measures. This study aims to understand the effects of gamification on applicant reactions to and measurement quality of situational judgment tests.,In a 2 × 4 between-subjects experiment, this study randomly assigned 315 people to experience different versions of a gamified situational judgment test, crossing immersive game elements (text, audio, still pictures, video) with control game elements (high and low), measuring applicant reactions and assessing differences in convergent validity between conditions.,The use of immersive game elements improved perceptions of organizational technological sophistication, but no other reactions outcomes (test attitudes, procedural justice, organizational attractiveness). Convergent validity with cognitive ability was not affected by gamification.,This is the first study to experimentally examine applicant reactions and measurement quality to SJTs based upon the implementation of specific game elements. It demonstrates that small-scale efforts to gamify assessments are likely to lead to only small-scale gains. However, it also demonstrates that such modifications can be done without harming the measurement qualities of the test, making gamification a potentially useful marketing tool for assessment specialists. Thus, this study concludes that utility should be considered carefully and explicitly for any attempt to gamify assessment.

中文翻译:

利用沉浸式和控制性游戏元素对情景判断测试进行游戏化

评估游戏化是指在现有评估中添加游戏元素,通常是为了改善申请人对现有心理测度的反应。这项研究旨在了解游戏化对申请人对情境判断测试的反应和测量质量的影响。在一项2×4的受试者间实验中,该研究随机分配315人来体验游戏化情境判断测试的不同版本,沉浸式游戏元素(文本,音频,静态图片,视频)与控制游戏元素(高和低),测量申请人的反应并评估条件之间趋同有效性的差异。沉浸式游戏元素的使用改善了组织技术成熟度的感知,但是没有其他反应结果(测试态度,程序正义,组织吸引力)。游戏化不会影响具有认知能力的收敛效度。这是基于特定游戏元素的实施,通过实验检验申请人对SJT的反应和测量质量的第一项研究。它表明,小规模的游戏化评估工作可能只会导致小规模的收益。但是,它也表明可以进行此类修改而不会损害测试的测量质量,从而使游戏化成为评估专家可能有用的营销工具。因此,本研究得出结论,对于任何将评估游戏化的尝试,都应仔细,明确地考虑效用。这是基于特定游戏元素的实施,通过实验检验申请人对SJT的反应和测量质量的第一项研究。它表明,小规模的游戏化评估工作可能只会导致小规模的收益。但是,它也表明可以进行此类修改而不会损害测试的测量质量,从而使游戏化成为评估专家可能有用的营销工具。因此,本研究得出结论,对于任何将评估游戏化的尝试,都应仔细,明确地考虑效用。这是基于特定游戏元素的实施,通过实验检验申请人对SJT的反应和测量质量的第一项研究。它表明,小规模的游戏化评估工作可能只会导致小规模的收益。但是,它也表明可以进行此类修改而不会损害测试的测量质量,从而使游戏化成为评估专家可能有用的营销工具。因此,本研究得出结论,对于任何将评估游戏化的尝试,都应仔细,明确地考虑效用。它还表明可以进行此类修改而不会损害测试的测量质量,从而使游戏化成为评估专家可能潜在的营销工具。因此,本研究得出结论,对于任何将评估游戏化的尝试,都应仔细,明确地考虑效用。它还表明可以进行此类修改而不会损害测试的测量质量,从而使游戏化成为评估专家可能潜在的营销工具。因此,本研究得出结论,对于任何将评估游戏化的尝试,都应仔细,明确地考虑效用。
更新日期:2020-03-08
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