Do game-based assessments improve team formation? Evidence from a multidisciplinary intervention in undergraduate courses

Purpose This study examines whether game-based assessment (GBA) can improve multidisciplinary team formation in undergraduate project courses. Specifically, it tests whether composing teams using competency profiles from a brief video-game diagnostic of applied mathematics and problem solving (Go Timmy Go, GTG) yields better project outcomes than convenience-based grouping, under normal course conditions. Design/methodology/approach A feasibility-focused, course-embedded intervention compared seven GBA-informed teams with twenty-seven convenience-grouped teams across two paired undergraduate courses (Medicine and Engineering) at a Colombian university. All teams completed the same multidisciplinary project and were evaluated by a panel using a common rubric. Pre-specified, team-level analyses assessed three outcomes (disciplinary performance, interdisciplinary integration (I-level), and transdisciplinary attainment (T-level)) using difference-in-proportions tests, Fisher's exact tests, and standardized effect sizes. Findings GBA-informed teams showed no statistically or practically significant advantage on any outcome. These null results are interpreted through two mechanisms: (a) misalignment between what GTG measures (taskwork competencies) and what transdisciplinary outcomes require (socio-relational capacities such as coordination and communication), and (b) limited diagnostic coverage (19.75% of students received deep profiles), which constrained both the teaming space and statistical power. Qualitative indicators suggest GBA functioned as a formative catalyst (supporting self-efficacy and strengths recognition) rather than as a standalone team-assignment optimizer. Originality/value This is among the first pre-specified evaluations of GBA-informed team assignment under authentic course conditions. By reporting and interpreting null effects transparently, the study reframes GBA from an optimization tool to a formative resource for role negotiation, coaching, and feedback. It offers actionable guidance (including a decision checklist, integration heuristics, and cost–benefit considerations) for educators and administrators considering GBA adoption in higher education teamwork.

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Publication Details

Journal
Journal of Applied Research in Higher Education
Published
2026-03-27
DOI
https://doi.org/10.1108/jarhe-10-2025-0842
Primary Topic
Interdisciplinary Research and Collaboration
Type
article
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article

Do game-based assessments improve team formation? Evidence from a multidisciplinary intervention in undergraduate courses

Schweitzer Rocuts, Marc Allier Forment
Journal of Applied Research in Higher Education
Interdisciplinary Research and Collaboration
article

Do game-based assessments improve team formation? Evidence from a multidisciplinary intervention in undergraduate courses

Schweitzer Rocuts, Marc Allier Forment
article en

Abstract

Purpose This study examines whether game-based assessment (GBA) can improve multidisciplinary team formation in undergraduate project courses. Specifically, it tests whether composing teams using competency profiles from a brief video-game diagnostic of applied mathematics and problem solving (Go Timmy Go, GTG) yields better project outcomes than convenience-based grouping, under normal course conditions. Design/methodology/approach A feasibility-focused, course-embedded intervention compared seven GBA-informed teams with twenty-seven convenience-grouped teams across two paired undergraduate courses (Medicine and Engineering) at a Colombian university. All teams completed the same multidisciplinary project and were evaluated by a panel using a common rubric. Pre-specified, team-level analyses assessed three outcomes (disciplinary performance, interdisciplinary integration (I-level), and transdisciplinary attainment (T-level)) using difference-in-proportions tests, Fisher's exact tests, and standardized effect sizes. Findings GBA-informed teams showed no statistically or practically significant advantage on any outcome. These null results are interpreted through two mechanisms: (a) misalignment between what GTG measures (taskwork competencies) and what transdisciplinary outcomes require (socio-relational capacities such as coordination and communication), and (b) limited diagnostic coverage (19.75% of students received deep profiles), which constrained both the teaming space and statistical power. Qualitative indicators suggest GBA functioned as a formative catalyst (supporting self-efficacy and strengths recognition) rather than as a standalone team-assignment optimizer. Originality/value This is among the first pre-specified evaluations of GBA-informed team assignment under authentic course conditions. By reporting and interpreting null effects transparently, the study reframes GBA from an optimization tool to a formative resource for role negotiation, coaching, and feedback. It offers actionable guidance (including a decision checklist, integration heuristics, and cost–benefit considerations) for educators and administrators considering GBA adoption in higher education teamwork.

Journal of Applied Research in Higher Education
Universidad de Los Andes (BO), Universitat Politècnica de Catalunya (ES)
Quality Education
Openalex Percentile: Top 5%
Interdisciplinary Research and Collaboration
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