Hostname: page-component-6898cfcb55-zkb6p Total loading time: 0 Render date: 2026-11-11T06:08:34.949Z Has data issue: false hasContentIssue false

Correcting Misconceptions About Gamification of Assessment: More Than SJTs and Badges

Published online by Cambridge University Press:  07 October 2016

Michael B. Armstrong*
Affiliation:
Department of Psychology, Old Dominion University
Jared Z. Ferrell
Affiliation:
Shaker, Cleveland, Ohio
Andrew B. Collmus
Affiliation:
Department of Psychology, Old Dominion University
Richard N. Landers
Affiliation:
Department of Psychology, Old Dominion University
*
Correspondence concerning this article should be addressed to Michael B. Armstrong, Department of Psychology, Old Dominion University, 5115 Hampton Boulevard, 250 Mills Godwin Building, Norfolk, VA 23529. E-mail: marms018@odu.edu
Rights & Permissions [Opens in a new window]

Extract

Describing the current state of gamification, Chamorro-Premuzic, Winsborough, Sherman, and Hogan (2016) provide a troubling contradiction: They offer examples of a broad spectrum of gamification interventions, but they then summarize the entirety of gamification as “the digital equivalent of situational judgment tests.” This mischaracterization grossly oversimplifies a rapidly growing area of research and practice both within and outside of industrial–organizational (I-O) psychology. We agree that situational judgment tests (SJTs) can be considered a type of gamified assessment, and gamification provides a toolkit to make SJTs even more gameful. However, the term gamification refers to a much broader and potentially more impactful set of tools than just SJTs, which are incremental, versatile, and especially valuable to practitioners in an era moving toward business-to-consumer (B2C) assessment models. In this commentary, we contend that gamification is commonly misunderstood and misapplied by I-O psychologists, and our goals are to remedy such misconceptions and to provide a research agenda designed to improve both the science and the practice surrounding gamification of human resource processes.

Information

Type
Commentaries
Copyright
Copyright © Society for Industrial and Organizational Psychology 2016