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CFP: Assessing Human Capabilities in Video Games and Simulations

2013 December 11

SUBMISSION DUE DATE: June 2nd, 2014

SPECIAL ISSUE ON CFP: Assessing Human Capabilities in Video Games and Simulations
International Journal of Gaming and Computer Mediated Simulations (IJGCMS)

Guest Editor: Richard N. Landers

INTRODUCTION:

In video games and computer mediated simulations (GCMS), instructional designers and human resources professionals can develop virtual situations and environments that enable people to exhibit a wide range of knowledge, skills, abilities, and other characteristics (KSAOs; “O” includes a diverse set of constructs such as personality, preferences, interests). Often, direct measurement of these KSAOs outside of a computer-mediated environment is difficult, confounded, or costly. For example, in the instructional context, children may be more enthusiastic to demonstrate their mathematical fluency in a video game than on a paper-and-pencil test. When training firefighters, performance in a computer simulation may be used to assess job proficiency without the expense or risk of a live simulation.

In this issue, we plan to collect rigorous theoretical and empirical explorations of KSAO measurement using GCMS. Quantitative approaches, especially those containing concurrent or predictive validation data, are the highest priority, although any rigorous examination of KSAO measurement in GCMS will be considered.

OBJECTIVE OF THE SPECIAL ISSUE:

The purpose of this special issue is to explore and rigorously test methods for the measurement of human capabilities from GCMS.

RECOMMENDED TOPICS:

Topics to be discussed in this special issue include (but are not limited to) the following:

  • Construct validation studies of KSAOs as measured in GCMS, especially those containing evidence of convergent/discriminant validity and/or
  • criterion-related validity
  • Development of theoretical models of GCMS-based assessment and empirical tests of those models
  • Identification of KSAOs more readily measurable in GCMS than by using traditional approaches
  • Application of psychometric theory (e.g. reliability, validity) to GCMS-based assessment, especially in relation to the Standards for Educational and Psychological Testing and other professional guidelines
  • Considerations of the appropriateness of classical test theory versus item response theory in GCMS-based assessment
  • Explorations of faking and/or cheating in GCMS-based assessment and effects on validity
  • Rigorous explorations of tentative or creative approaches to measuring KSAOs in GCMS
  • Current best practices for practitioners seeking to conduct assessment using GCMS based upon the empirical literature
  • Current best practices for scholars related to construct specification, research design, and statistical approaches to studying assessment in GCMS

SUBMISSION PROCEDURE:

Researchers and practitioners are invited to submit papers for this special theme issue on Assessing Human Capabilities in Video Games and Simulations on or before June 2nd, 2014. Authors are encouraged to contact RNLANDERS@ODU.EDU well ahead of the submission deadline to discuss the appropriateness of their submissions. All submissions must be original and may not be under review by another publication. INTERESTED AUTHORS SHOULD CONSULT THE JOURNAL’S GUIDELINES FOR MANUSCRIPT SUBMISSIONS at http://www.igi-global.com/journals/guidelines-for-submission.aspx. All submitted papers will be double-blind peer reviewed. Papers must follow APA style for reference citations.

ABOUT:

International Journal of Gaming and Computer Mediated Simulations (IJGCMS)
IJGCMS is a peer-reviewed, international journal devoted to the theoretical and empirical understanding of electronic games and computer-mediated simulations. IJGCMS publishes research articles, theoretical critiques, and book reviews related to the development and evaluation of games and computer-mediated simulations. One main goal of this peer-reviewed, international journal is to promote a deep conceptual and empirical understanding of the roles of electronic games and computer-mediated simulations across multiple disciplines. A second goal is to help build a significant bridge between research and practice on electronic gaming and simulations, supporting the work of researchers, practitioners, and policymakers.  This journal is an official publication of the Information Resources Management Association

www.igi-global.com/IJGCMS
Editor-in-Chief: Richard Ferdig
Published: Quarterly (both in Print and Electronic form)

PUBLISHER:

The International Journal of Gaming and Computer Mediated Simulations (IJGCMS) is published by IGI Global (formerly Idea Group Inc.),
publisher of the “Information Science Reference” (formerly Idea Group Reference), “Medical Information Science Reference”, “Business Science Reference”,
and “Engineering Science Reference” imprints. For additional information regarding the publisher, please visit www.igi-global.com.

All inquiries should be should be directed to the attention of:

Richard N. Landers
Associate Editor
International Journal of Games and Computer Mediated Simulations (IJGCMS)
E-mail: RNLANDERS@ODU.EDU

All manuscript submissions to the special issue should be sent through the online submission system:

http://www.igi-global.com/authorseditors/titlesubmission/newproject.aspx

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