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A broader assessment framework is needed.
Assessment Gap. Current research on educational games is limited by a narrow focus on immediate cognitive gains.
The primary purpose of this analysis is to address the lack of standardized, comprehensive assessment methods for digital games used in educational settings. While digital games are increasingly utilized to teach foundational math and reading skills, research has historically focused narrowly on immediate cognitive gains. The thesis argues that a more holistic evaluation framework is required to capture the multifaceted impact of these interventions, incorporating cognitive, noncognitive, and efficiency outcomes while accounting for specific learner and intervention characteristics.
The research is based on two intervention studies conducted in Belgium involving primary school-aged children. Study A examined a reading game with 191 kindergarteners, while Study B analyzed a number sense game with 84 first-grade students. Both studies utilized a value-added approach to isolate the impact of adaptivity—a feature that adjusts item difficulty based on real-time performance—by comparing adaptive versions against nonadaptive versions and active control groups. Key findings indicate that while adaptive games did not produce superior cognitive or transfer results compared to nonadaptive versions, they significantly improved learning efficiency. Specifically, children in adaptive conditions achieved learning goals in less time, though the benefit of this efficiency varied based on the learner's prior knowledge.
To standardize future research, the analysis proposes an extended assessment framework. This model categorizes outcomes into cognitive, noncognitive, and efficiency metrics, while emphasizing the importance of timing (pre-test, post-test, and delayed assessment) and methodology (standardized tests versus unobtrusive log data). By integrating these elements, the framework provides a structured approach for researchers to evaluate how game features, such as adaptivity and narrative, interact with individual learner variables like socioeconomic status and prior knowledge to influence educational outcomes.
European Conference on Games Based Learning (ECGBL) · 2025