Here are some usefuls links that demonstrate the progress of digital assessment over the last fifteen to twenty years:
Digital assessments / gamified assessments
Pymetrics has a history of designing digital assessments / gamified assessments for Unilever. Pymetrics develops neuroscience games and leverages bias-free AI for:
- Digitalised job matching; and
- Recruiting high performers (HiPOs)
Like MindX, Pymetrics adopts a more attractive and engaging game-based assessment process which is considerably shorter than traditiona psychometric testing. Twenty minutes of gameplay behaviour with Pymetrics or MindX games will assess high performer potential in specific job roles/industries. MindX focuses on the candidate’s cognitive potential, whilst Pymetrics also offers a range of emotional potential metrics.
Improving Candidate Diversity
In 2017/18 there has been an increasing focus – in both the popular press and the recruitment industry – on removing bias from how applicant women / candidate men are employed.
The use of psychometrics has always been plagued with the inherent bias of verbal reasoning – and increasingly less so – of numerical reasoning tests. Gamified assessment offers AI which can increase applicant pools and machine learning which can monitor and adjust recruitment ratios for gender.
Gamified assessment research
Al-Azawi, R., Al-Faliti, F., & Al-Blushi, M. (2016). Educational Gamification Vs. Game Based Learning: Comparative Study. International Journal of Innovation, Management and Technology, 7(4), 132–136.
Bittner, J. V. & Schipper, J. (2014). Motivational effects and age differences of gamification in product advertising. Journal of Consumer Marketing, 31(5), 391–400.
DiCerbo, K. E. (2014). Game-based assessment of persistence. Journal of Educational Technology & Society, 17(1), 17-28. Hamari, J., Koivisto, J., & Sarsa, H. (2014, January).
Does Gamification Work? – A Literature Review of Empirical Studies on Gamification. 47th Hawaii International Conference on System Sciences (HICSS), Waikoloa, Hawaii. Hausknecht, J. P., Day, D. V., & Thomas, S. C. (2004).
Scholastic Testing Service, Inc. van Lankveld, G., Spronck, P., van den Herik, J., & Arntz, A. (2011). Games as personality profiling tools. In Computational Intelligence and Games (CIG), 2011 IEEE Conference on (pp. 197-202). IEEE.
Ventura, M., Shute, V., & Zhao, W. (2013). The relationship between video game use and a performance-based measure of persistence. Computers & Education, 60(1), 52-58.
Yee, N., Ducheneaut, N., Nelson, L., & Likarish, P. (2011, May). Introverted elves & conscientious gnomes: the expression of personality in world of warcraft. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (pp. 753-762). ACM.
Wohn, D. Y., & Wash, R. (2013). A virtual “Room” with a cue: Detecting personality through spatial customization in a city simulation game. Computers in Human Behavior, 29(1), 155- 159.