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James Francis's avatar

I'm not sure about this idea. It's just my bias, but tests are meant to be daunting, uncertain, and uncomfortable. I don't want a surgeon who only performs well because they're having a good day. I want one that can also handle stress, anxiety, and doubt, yet have the experience to do a good job anyway.

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InGameScientist's avatar

Fair point -- performance under the most ideal conditions don't necessarily translate to real-world performance. I think maybe for surgeons or other technique-based knowledge tests, game-based testing won't be suitable. But for knowledge testing, maybe? It could never replace a practical test though (i.e., driver's license testing can't be replaced by a driving sim).

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James Francis's avatar

I'm not sold, tbh. I think there is too much gamification of testing and knowledge and not enough emphasis on mastery. Turning tests into games sounds more like an attempt to get more people to pass rather than to test whether people grasp the concepts laterally enough to demonstrate true understanding.

I feel this way because as a student I fell into the same traps and it took a long time to realise that mastering knowledge is not about passing tests.

But this is a common theme in our conversations! I think you and I have different views on the potential of games.

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InGameScientist's avatar

We do...but we're connected by our love of gaming!

And...more than anything, appreciate you for being able to have these kinds of discussions without throwing things at each other!

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ROP's avatar

This would be cool. Let take the main analytics and find a good game candidate for each :)

Planning - I'd go for Oxygen Not Included - for this colony sim demands meticulous planning.

Problem-Solving - Baba is You - as a puzzle game that really makes you thing outside the box.

Analytical Thinking - Inscryption - analyse patterns, decode mysteries, logical deduction... all while under a horror tension.

Learning - Stardew Valley - farming, crafting, social mechanics, etc. a lot to learn and possibility to show how you use what you've learned.

Flexibility - Hades - adapt builds, strategies and playstyles. Roguelikes work perfectly here.

Precision - Celeste - as it requires precise jumps, accuracy and timing, while perseverance is put to the test.

Cool to think about!

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InGameScientist's avatar

I love this list!!

It's a good twist on the games that we play. Even if we don't have a way to collect data to support these kinds of uses, you can still play them knowing that maybe some of these benefits are coming your way.

There are games/genres that will do many of these too (FPS games, for example to train flexibility, precision, and problem-solving)!

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