Virtual reality (VR) technology may provide unique benefits for assessing individual characteristics, in contrast with traditional assessments. This study examined validity evidence for the use of VR game (VRG) scores to indicate specific cognitive abilities. Participants completed three VRGs, three computer‐based assessments (CBAs), and additional scales. To evaluate convergent validity, VRG scores were compared with CBA scores. For divergent validity, VRG scores were compared with five factors of personality based on the Five Factor Model. For criterion‐related validity, VRG scores were compared with academic achievement (i.e., grade point average). Findings generally provided support that the VRG scores are related to certain spatial reasoning subdimensions of cognitive ability. However, further research is needed to examine the qualities of VRGs as assessment tools.
Virtual reality (VR) is a potential assessment format for constructs dependent on certain perceptual characteristics (e.g., realistic environment and immersive experience). The purpose of this series of studies was to explore methods of evaluating reliability and validity evidence for virtual reality assessments (VRAs) when compared with traditional assessments. We intended to provide the basis of a framework on how to evaluate VR assessments given that there are important fundamental differences to VR assessments compared with traditional assessment formats. Two commercial off-the-shelf (COTS) games (i.e., Project M and Richie's Plank Experience)were used in Studies 1 and 2, while a game-based assessment (GBA; Balloon Pop, designed for assessment) was used in Study 3. Studies 1 and 2 provided limited evidence for the reliability and validity of the VRAs. However, no meaningful constructs were measured by the VRA in Study 3. Findings demonstrate limited evidence for these VRAs as viable assessment options through the validity and reliability methods utilized in the present studies, which in turn emphasize the importance of aligning the assessment purpose to the unique advantages of a VR environment. K E Y W O R D Scommercial-off-the-shelf (COTS) games, game-based assessment (GBA), reliability, validity, virtual reality (VR) Practitioner points• Findings were mixed in correlating the VRA scores with similar assessments to the intended constructs being measured.• Details are provided on the design and scoring for the presented VRAs.• Although research using VRAs is still preliminary, there are promising methods through which we might design unique behavior based evaluation. | INTRODUCTIONThe measurement of trait differences using prehire assessments is widely practiced and useful to help differentiate job candidates based on constructs that are related to job performance, such as personality traits like conscientiousness (r = .31) and aptitudes like cognitive ability (r = .51;Hough et al., 2001). The self-report method has demonstrated accurate measurement for certain constructs in various contexts (Chan, 2009
Recent research has demonstrated a growing interest in game-based training, the latter referring to games used for education rather than entertainment purposes (i.e. serious games; Buchinger &
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
customersupport@researchsolutions.com
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.