Gamifizierung und Game-based Assessment
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Publisher
Springer Berlin Heidelberg
Link
https://link.springer.com/content/pdf/10.1007/978-3-662-68211-1_6
Reference73 articles.
1. Armstrong, M. B., Landers, R. N., & Collmus, A. B. (2016). Gamifying recruitment, selection, training, and performance management: Game-thinking in human resource management. In D. Z. Davis & H. Gangadharbatla (Hrsg.), Emerging research and trends in gamification (S. 140–165). IGI Global. https://doi.org/10.4018/978-1-4666-8651-9.ch007
2. Arvey, R. D., Strickland, W., Drauden, G., & Martin, C. (1990). Motivational components of test taking. Personnel Psychology, 43(4), 695–716. https://doi.org/10.1111/j.1744-6570.1990.tb00679.x
3. Bachen, C. M., Hernández-Ramos, P., Raphael, C., & Waldron, A. (2016). How do presence, flow, and character identification affect players’ empathy and interest in learning from a serious computer game? Computers in Human Behavior, 64, 77–87. https://doi.org/10.1016/j.chb.2016.06.043
4. Barends, A. J., De Vries, R. E., & Van Vugt, M. (2019). Gamified personality assessment: Virtual behavior cues of honesty-humility. Zeitschrift für Psychologie, 227(3), 207–217. https://doi.org/10.1027/2151-2604/a000379
5. Barends, A. J., de Vries, R. E., & van Vugt, M. (2022). Construct and predictive validity of an assessment game to measure honesty–humility. Assessment, 29(4), 630–650. https://doi.org/10.1177/1073191120985612
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