Game format of the exam as an effective tool for assessing competence development

Introduction. The relevance of this study stems from the necessity to develop a new examination format that accommodates a comprehensive range of tasks aligned with contemporary realities. The foundation of this examination format is a role-playing game tailored for educational purposes. Aim. This research aims to evaluate the effectiveness of the innovative examination format based on role-playing games, focusing on the objectivity and completeness of assessment, student engagement and motivation, levels of stress, and the potential for utilising this exam format to assess competence development and enhance soft skills. Methodology and research methods. The study employs an activity-based approach to learning and assessment. A systematic analysis of theoretical sources was conducted to address these issues. Additionally, game modelling was utilised to create an exam in the format of a role-playing game. The empirical foundation of the study comprises the results of an online survey conducted among students who participated in the exam in this game format, as well as the findings from a content analysis of their responses to open-ended questions. Results. The results of the study encompassed the methodology for creating an exam in a game format, the approach to conducting the exam, and the criteria for evaluating the competencies being assessed. Additionally, the study identified the potential of the game format for fostering supplementary, supra-professional skills (soft skills) that are currently in high demand in the labour market. Scientific novelty. The scientific novelty of this work lies in the comprehensive description of the pedagogical design of the exam in a game format developed by the authors, as well as the results of its testing, which demonstrate its validity and effectiveness. Practical significance . The results contribute to the advancement of gamification in higher education by utilising game techniques as assessment tools in the educational process.

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Publication Details

Journal
The Education and science journal
Published
2025-03-04
DOI
https://doi.org/10.17853/1994-5639-2025-3-54-84
Citations
1
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
3.44
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article

Game format of the exam as an effective tool for assessing competence development

Polina Povalko, Elena S. Smolii, Olga N. Kolysheva
1 citations
The Education and science journal
Educational Games and Gamification
3.44
article

Game format of the exam as an effective tool for assessing competence development

Polina Povalko, Elena S. Smolii, Olga N. Kolysheva
article en
1 citations

Abstract

Introduction. The relevance of this study stems from the necessity to develop a new examination format that accommodates a comprehensive range of tasks aligned with contemporary realities. The foundation of this examination format is a role-playing game tailored for educational purposes. Aim. This research aims to evaluate the effectiveness of the innovative examination format based on role-playing games, focusing on the objectivity and completeness of assessment, student engagement and motivation, levels of stress, and the potential for utilising this exam format to assess competence development and enhance soft skills. Methodology and research methods. The study employs an activity-based approach to learning and assessment. A systematic analysis of theoretical sources was conducted to address these issues. Additionally, game modelling was utilised to create an exam in the format of a role-playing game. The empirical foundation of the study comprises the results of an online survey conducted among students who participated in the exam in this game format, as well as the findings from a content analysis of their responses to open-ended questions. Results. The results of the study encompassed the methodology for creating an exam in a game format, the approach to conducting the exam, and the criteria for evaluating the competencies being assessed. Additionally, the study identified the potential of the game format for fostering supplementary, supra-professional skills (soft skills) that are currently in high demand in the labour market. Scientific novelty. The scientific novelty of this work lies in the comprehensive description of the pedagogical design of the exam in a game format developed by the authors, as well as the results of its testing, which demonstrate its validity and effectiveness. Practical significance . The results contribute to the advancement of gamification in higher education by utilising game techniques as assessment tools in the educational process.

The Education and science journalVol. 27(3)
Peoples' Friendship University of Russia (RU)
Openalex Percentile: Top 12%
Educational Games and Gamification
3.44
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