Regression results for Problem-solving

Regression results for Problem-solving

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Human resource professionals increasingly enhance their assessment tools with game elements—a process typically referred to as “gamification”—to make them more interesting and engaging for candidates, and they design and use “serious games” that can support skill assessment and development. However, commercial, off-the-shelf video games are not or...

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... each of these two skill dimensions, we estimated two models, one model without control variables and one model with control variables. Table 3 presents the regression results for Organizing and planning and Table 4 presents the regression results for Problem-solving. We used Stata 13.1 to estimate the mixed-effects models ("mixed command"). ...

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... problem-solving skills (Shute et al. 2016); massively multiplayer online role-playing games like World of Warcraft and EVE Online to assess leadership skills (Lisk et al. 2012); strategy video games like Sid Meier's Civilization to assess managerial skills like organizing and planning (Simons et al. 2021); learning video games like Physics Playground to assess creativity (Shute and Rahimi 2021); and Xbox Kinect video games like Just Dance or Table Tennis to assess elderly people's driving skills (Vichitvanichphong et al. 2016). In addition, while researchers have long studied the negative effects of video games, such as addiction or aggression, they have recently turned to possible positive outcomes and provided arguments for video games' ability not only to indicate but also to develop professional skills. ...
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Several studies have shown that video games may indicate or even develop intellectual and cognitive abilities. As intelligence is one of the most widely used predictors of job performance, video games could thus have potential for personnel assessment. However, few studies have investigated whether and how virtual reality (VR) games can be used to make inferences about intelligence, even though companies increasingly use VR technology to recruit candidates. This proof-of-concept study contributes to bridging this gap between research and practice. Under controlled laboratory conditions, 103 participants played the commercial VR game Job Simulator and took the short version of the intelligence test BIS-4. Correlation and regression analysis reveal that, on average, participants who completed the game more quickly than others had higher levels of general intelligence and processing capacity, suggesting that VR games may provide useful supplementary tools in the prediction of job performance. Still, our results also indicate that game-based assessments have limitations that deserve researchers’ attention, which lead us to discuss directions for future research.
... In the first example, Sid Meier's Civilization VI is the best example [6][7]. This is a game in which players play the leaders of various civilizations, starting from the Stone Age, and eventually becoming the most successful civilization on earth through diplomacy, war, scientific research and development. ...
... Gothic architecture is an example of the development of flying buttresses, in which the lateral thrust of the walls is transmitted through half-arch columns to columns or window partitions, resulting in thinner and taller walls. [6] and Hagia Sophia is indeed a famous Gothic building in the Middle Ages. [7]. ...
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There are many different types of games on the market, such as AAA games that focus on commercial profits, independent games that express the ideas of some producers, experimental games for the purpose of exploration, and the rare enlightenment games for education or interest enlightenment game. Enlightenment games are very important for a person's interest enlightenment or for children's basic education because they provide a relatively simple and easy-to-accept way for users to acquire knowledge in new areas. The purpose of this article is to summarize existing educationally inspired games and summarize their strengths and weaknesses. This article outlines a comparison of positive feedback in video games and educational games, a professional survey of educational games, and the impact of educational games on players. As well as investigating the professionalism of the game and its impact on people. In the future, educational enlightenment games can replace some simpler enlightenment education or experience some areas that have never been experienced before.
... There is already a range of research investigating how playing online video games affords the development and strengthening of soft skills, including problem solving, spatial ability, risk management, and team-working (Prensky, 2012;Shute et al., 2015;Simons et al., 2021). Furthermore, other studies have shown that online gaming can elicit emotional and behavioural engagement from gamers (Adeyemi et al., 2021;Lim et al., 2020;Peters et al., 2018;Sabourin & Lester, 2014). ...
... In the multiplayer mode, players interact and trade with other players of Civilisation. The study found that the students with higher scores on the game had better problem-solving, organising, and planning skills than those with lower scores (Simons et al., 2021). These students who did well in this gameplay may probably be in manager or engineer-type roles that reflect these skills, which will reflect their discipline. ...
... Engineers played the strategy game (e.g., Sid Meier's Civilisation), where the player builds a civilisation from scratch. It is a highly complex game requiring critical thinking, leading to increased problem-solving, organising, and planning skills (Simons et al., 2021). ...
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Background Online gaming motivations are differently associated with career interests. However, very little is known about online gaming behaviour based on the actual games played and how career interests are reflected in what people play. Hence, we investigated the actual gaming behaviour of individuals from an extensive secondary data set to further support gamers’ future career planning and professional training. Methods The study comprised 16,033 participants playing a different number of games on Steam. Our study was based on the 800 most played games only and included participants where we had access to gender and job details. We employed a secondary data analysis approach by using an existing data set (O’Neill et al., 2016), looking into the actual gaming behaviour of Steam users and additional administrative data (i.e., job details and gender) provided by Game Academy Limited. We used logistic regression on the participants’ top ten games, allowing us to investigate any possible associations between different professions, gender, and the games played. Results We found that IT professionals and engineers played puzzle-platform games, allowing for enhanced spatial skills. Managers showed an interest in action roleplay games where organisational and planning skills can be improved. Finally, engineers were associated with strategy games that required problem-solving and spatial skills. There were apparent gender differences too: females preferred playing single-player games, whereas males played shooting games. Conclusion Our study found that online gaming behaviour varied between different job categories, allowing the participants to gain different soft skills. The soft skills gained could assist gamers with training that leads to a particular career path. The reasons for these findings and suggestions for future research will be discussed.
... Using the popular computer-mediated strategy game Civilization, a study suggests that higher performance in the game was related to greater problem-solving, organization, and planning skills. Consequently, although the factual knowledge conveyed in the game may be of limited use in a corporate context, observing players' interaction in the game may serve as an instrument for personnel assessment [56]. ...
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The digital transformation of production (“Industry 4.0”) has the potential to enormously accelerate and improve the efficiency of manufacturing processes and value chains. But it also entails recruiting new employees, as well as re- and upskilling current employees of diverse ages groups for new and increasingly more complex tasks to manage increasingly more complex information. In this article we present an overview and meta perspective on serious games as a human-centric methodology. We discuss how these can contribute to 1) learning how operators react to complex situations and how they deal with incomplete, uncertain, or fuzzy information, 2) understanding how operators of production systems and production networks can be supported by human-centric industrial user interfaces, and 3) enable operators to act appropriately in complex and dynamic cyber-physical production systems. We present an actionable adaptable iterative process model for designing serious games and exemplify this model using a supply chain and quality management serious game. Further, we present empirical studies that illustrate the application of the model and suggest the utility of serious games as a learning environment to evaluate industrial user interfaces, and to investigate human behavior in complex production environments. As such, we propose serious games as a versatile methodology to facilitate transitioning from Industry 4.0 (data-driven and interconnected) to Industry 5.0 (humane work and sustainability).
... In either case, professional players are signed by esport organizations. For example, TSM and Cloud9 are currently the two most valued esport organizations that contract competitive players (Settimi, 2020). These organizations are privately owned. ...
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Esport-or competitive video gaming-is on the rise as events attract millions of viewers. Prior literature presents a vivid debate about esport. Proponents highlight esport for two reasons: First, as a means to self-actualization and satisfaction through a desire to win and a preference for difficult tasks. Second, for its entertainment and value creation. Adversaries do not acknowledge esport as an official sport for intellectual property concerns and possible addiction. Information systems can contribute to the debate on this digitally-enabled phenomenon that crosses multiple fields of research. Based on a review of the esport ecosystem and the current state-of-the-art in research, the article proposes an esport research agenda for information systems research.
... Para esta investigación se utilizó el juego Sid Meier's Civilization VI como herramienta de assessment para poder medir la efectividad en los procesos de elección de profesionales en puestos de gerencia (Simons et al., 2020). ...
... Las distintas mecánicas de los juegos de estrategia como Civilization VI pueden ser un indicativo de ciertas características analíticas de los individuos como son la organización, el planeamiento y la toma de decisiones, así como también de ciertos atributos como negociación y comunicación interpersonal (Arthur et al., 2003). Simons et al. (2020) comparan el uso del videojuego junto con los resultados de pruebas y entrevistas de assessments realizadas por expertos, denotando que los resultados de los participantes con mejores puntajes se correlacionaban con los resultados de las pruebas de assessments realizadas por profesionales, indicando la pertinencia del uso de este videojuego como herramienta que complementa el proceso de contratación de personal calificado para posiciones gerenciales. ...
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Los videojuegos son productos digitales que se vienen aplicando en diversos contextos que no son necesariamente lúdicos dado que contienen características que permiten la mejora de diversas habilidades de parte de los videojugadores. En el presente artículo se realiza una revisión de las tendencias en la aplicación de videojuegos en la industria y en la educación, tomando como marco el modelo MDA (Mechanics, Dynamics y Aesthetics), así como se revisan algunas definiciones de conceptos necesarios para el entendimiento y análisis de estos productos digitales. Al final, se concluye en la impor­tancia de los videojuegos por su capacidad de generar motivación y enfoque, por lo que su aplicación en entornos distintos a los de entretenimiento generaría muchos beneficios.
... One paper focused on employer branding by utilizing serious games [21], which raises the company's cultural fit in the game and reality. In a similar direction goes the paper by Simons et al. [22] concerning the link between gamers and managers. They researched Civilization players and identified that good players were better in problem-solving and planning than worse players. ...
... Studies have shown that games entertain, instruct, change attitudes and enable skills development. Studies successfully correlating participants' previous gameplay experiences to related real-life skills, e.g., reaction games and driving skills (Vichitvanichphong et al. 2016) and strategy games with management skills (Simons et al. 2020), supported this finding. ...
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Municipal waste sorting is an important but neglected topic within sustainability-oriented Information Systems research. Most waste management systems depend on the quality of their citizens pre-sorting but lack teaching resources. Thus, it is important to raise awareness and knowledge on correct waste sorting to strengthen current efforts. Having shown promising results in raising learning outcomes and motivation in domains like health and economics, gamification is an auspicious approach to address this problem. The paper explores the effectiveness of gameful design on learning outcomes of waste sorting knowledge with a mobile game app that implements two different learning strategies: repetition and elaboration. In a laboratory experiment, the overall learning outcome of participants who trained with the game was compared to that of participants who trained with standard analogue non-game materials. Furthermore, the effects of two additional, learning-enhancing design elements – repetition and look-up – were analyzed. Learning outcome in terms of long-term retention and knowledge transfer were evaluated through three different testing measures two weeks after the training: in-game, through a multiple-choice test and real-life sorting. The results show that the game significantly enhanced the learning outcome of waste sorting knowledge for all measures, which is particularly remarkable for the real-life measure, as similar studies were not successful with regard to knowledge transfer to real life. Furthermore, look-up is found to be a promising game design element that is not yet established in IS literature and therefore should be considered more thoroughly in future research and practical implementations alike.
... Se destaca la evaluación del disfrute en Educación Física (9,09 %), del rendimiento en Fisioterapia y Nutrición (13,33 %) y de la satisfacción en Informática (8,70 %). En Simons et al. (2021) implantaron en el aula un juego serio que mejoró el rendimiento, destacando que tenían más habilidades los que tenían una mayor experiencia en el entorno digital y en videojuegos. El modelo TETEM propone dos características clave que pueden afectar a la eficacia de la experiencia ludificada en el sujeto: la actitud y la experiencia con los videojuegos, puesto que supuestamente predicen la reacción del sujeto a la experiencia gamificada. ...
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La evaluación de los procesos de gamificación en educación, pueden plantear una alternativa a las estrategias de evaluación tradicionales del aula. Esta revisión sistemática analiza cómo se han evaluado las diferentes propuestas de gamificación en diferentes áreas de conocimiento como ciencias de la salud, ciencias exactas, ciencias sociales y humanidades. Se identificaron ochenta y cinco estudios significativos a través de una búsqueda en ISI Web Of Science y SCOPUS. En esta revisión sistemática se siguieron los criterios establecidos en la declaración PRISMA 2020. La gamificación ha sido evaluada en cuatro áreas de conocimiento distribuidas en siete disciplinas: Educación Física, Fisioterapia y Nutrición, Matemáticas, Física y Química, Informática, Ciencias Sociales, Ciencias Naturales y Lingüística, siendo diferentes los procesos e instrumentos de evaluación que se han empleado en su implantación. Se señalan los resultados sobre la producción científica, analizando las características de las propuestas gamificadas, el diseño, método y corte de investigación empleado, los resultados motivacionales y de aprendizaje, así como la calidad de la producción científica en cada disciplina educativa mediante la Escala de Evaluación de Artículos Científicos (EACSH) de López et al. (2019). La escala está compuesta por diecinueve criterios de evaluación concretados en ocho dimensiones: resumen, introducción, metodología, resultados, discusión, referencias, apéndices, estilo y formato. Se concluye que las variables psicológicas que más se evaluaron en las propuestas gamificadas fueron el aprendizaje y la motivación, siendo todos los resultados positivos. Por otro lado, se establecieron correlaciones significativas entre los instrumentos de evaluación y la mejora de alguna variable psicológica: grupos de reflexión y participación, cuestionarios y motivación, entrevistas y atención, test de evaluación y rendimiento, y encuestas para mejorar la satisfacción. Se analizan y discuten los resultados en cada una de las siete disciplinas estudiadas.
... This idle phase lasts until the first emergency personnel are ready to take up a new task (beginning of the burst phase of the new action block). This theoretical approach can be applied to a range of different learning scenarios that can be found in (game-based) simulations where tasks have to be prioritized and teams/resources to be managed, e.g., utilizing elements of (real-time) strategy games for training managerial skills (Simons et al., 2020), computer programming (Muratet et al., 2009), or mathematics problem solving (Hernández-Sabaté et al., 2016). Initial TADD. ...
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Serious games have become an important tool to train individuals in a range of different skills. Importantly, serious games or gamified scenarios allow for simulating realistic time-critical situations to train and also assess individual performance. In this context, determining the user’s cognitive load during (game-based) training seems crucial for predicting performance and potential adaptation of the training environment to improve training effectiveness. Therefore, it is important to identify in-game metrics sensitive to users’ cognitive load. According to Barrouillets’ time-based resource-sharing model, particularly relevant for measuring cognitive load in time-critical situations, cognitive load does not depend solely on the complexity of actions but also on temporal aspects of a given task. In this study, we applied this idea to the context of a serious game by proposing in-game metrics for workload prediction that reflect a relation between the time during which participants’ attention is captured and the total time available for the task at hand. We used an emergency simulation serious game requiring management of time-critical situations. Forty-seven participants completed the emergency simulation and rated their workload using the NASA-TLX questionnaire. Results indicated that the proposed in-game metrics yielded significant associations both with subjective workload measures as well as with gaming performance. Moreover, we observed that a prediction model based solely on data from the first minutes of the gameplay predicted overall gaming performance with a classification accuracy significantly above chance level and not significantly different from a model based on subjective workload ratings. These results imply that in-game metrics may qualify for a real-time adaptation of a game-based learning environment.