ened on each sub-skill in the last part of the game. Via
additional functionality it is possible to compare dif-
ferent moments in time in the game. Figure 4 shows
the feedback screen (c). All eight sub-skills are dis-
played, with for each skill an advice how the player
could improve herself. This advice is structured based
on the description in Section 4.3. Finally, there is
an indication which game challenges have been com-
pleted and which will still follow.
5 CONCLUSIONS & FUTURE
WORK
With the continuous advent of online learning, seri-
ous games hold potential to enhance the acquisition
of complex skills, such as analytical thinking skills.
Rubrics are proven feedback and evaluation instru-
ments, but these have never been directly integrated
into the gameplay of serious games. This position
paper has shown how the novel combination of an-
alytical rubrics into the gameplay of serious games
(hence ‘gamebrics’) may fill this gap. We have high-
lighted our approach, involving the creation of theory-
informed rubrics, the validated mapping of rubric el-
ements to game activities and the formulation of re-
flective feedback based on existing guidelines. More-
over, we have outlined the player-facing implemented
dashboards in Gamebrics, where players can track
their progress without interrupting the ‘flow’ of the
game.
At the moment of writing this paper, the effec-
tiveness of integrating rubrics is being examined in
a large-scale evaluation with students, for the Kastan-
jehoeve and Junior Scientist serious games. In both
evaluations, an experimental group is given the game
without formative evaluation through the rubric, and
another group with the formative evaluation of the
rubric. This will be combined with validated ques-
tionnaires. The analysis of the experimental data will
shed more light on the effectiveness of directly inte-
grating rubrics within the gameplay of serious games
for formative assessment.
ACKNOWLEDGEMENTS
The authors wish to thank Mick Hummel, who de-
signed the GUI of the Gamebrics tooling. This project
was financed by a SURF grant, within the call “Open
& Online Higher Education 2021”, project # 2021-01.
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