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Game based assessments of cognitive ability in recruitment: Validity, fairness and test-taking experience
Gamification and machine learning are emergent technologies in recruitment, promising to improve the user experience and fairness of assessments. We test this by validating a game based assessment of cognitive ability with a machine learning based scoring algorithm optimised for validity and fairnes...
Autores principales: | , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Frontiers Media S.A.
2023
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9891208/ https://www.ncbi.nlm.nih.gov/pubmed/36743642 http://dx.doi.org/10.3389/fpsyg.2022.942662 |
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author | Leutner, Franziska Codreanu, Sonia-Cristina Brink, Suzanne Bitsakis, Theodoros |
author_facet | Leutner, Franziska Codreanu, Sonia-Cristina Brink, Suzanne Bitsakis, Theodoros |
author_sort | Leutner, Franziska |
collection | PubMed |
description | Gamification and machine learning are emergent technologies in recruitment, promising to improve the user experience and fairness of assessments. We test this by validating a game based assessment of cognitive ability with a machine learning based scoring algorithm optimised for validity and fairness. We use applied data from 11,574 assessment completions. The assessment has convergent validity (r = 0.5) and test–retest reliability (r = 0.68). It maintains fairness in a separate sample of 3,107 job applicants, showing that fairness-optimised machine learning can improve outcome parity issues with cognitive ability tests in recruitment settings. We show that there are no significant gender differences in test taking anxiety resulting from the games, and that anxiety does not directly predict game performance, supporting the notion that game based assessments help with test taking anxiety. Interactions between anxiety, gender and performance are explored. Feedback from 4,778 job applicants reveals a Net Promoter score of 58, indicating more applicants support than dislike the assessment, and that games deliver a positive applicant experience in practise. Satisfaction with the format is high, but applicants raise face validity concerns over the abstract games. We encourage the use of gamification and machine learning to improve the fairness and user experience of psychometric tests. |
format | Online Article Text |
id | pubmed-9891208 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2023 |
publisher | Frontiers Media S.A. |
record_format | MEDLINE/PubMed |
spelling | pubmed-98912082023-02-02 Game based assessments of cognitive ability in recruitment: Validity, fairness and test-taking experience Leutner, Franziska Codreanu, Sonia-Cristina Brink, Suzanne Bitsakis, Theodoros Front Psychol Psychology Gamification and machine learning are emergent technologies in recruitment, promising to improve the user experience and fairness of assessments. We test this by validating a game based assessment of cognitive ability with a machine learning based scoring algorithm optimised for validity and fairness. We use applied data from 11,574 assessment completions. The assessment has convergent validity (r = 0.5) and test–retest reliability (r = 0.68). It maintains fairness in a separate sample of 3,107 job applicants, showing that fairness-optimised machine learning can improve outcome parity issues with cognitive ability tests in recruitment settings. We show that there are no significant gender differences in test taking anxiety resulting from the games, and that anxiety does not directly predict game performance, supporting the notion that game based assessments help with test taking anxiety. Interactions between anxiety, gender and performance are explored. Feedback from 4,778 job applicants reveals a Net Promoter score of 58, indicating more applicants support than dislike the assessment, and that games deliver a positive applicant experience in practise. Satisfaction with the format is high, but applicants raise face validity concerns over the abstract games. We encourage the use of gamification and machine learning to improve the fairness and user experience of psychometric tests. Frontiers Media S.A. 2023-01-18 /pmc/articles/PMC9891208/ /pubmed/36743642 http://dx.doi.org/10.3389/fpsyg.2022.942662 Text en Copyright © 2023 Leutner, Codreanu, Brink and Bitsakis. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms. |
spellingShingle | Psychology Leutner, Franziska Codreanu, Sonia-Cristina Brink, Suzanne Bitsakis, Theodoros Game based assessments of cognitive ability in recruitment: Validity, fairness and test-taking experience |
title | Game based assessments of cognitive ability in recruitment: Validity, fairness and test-taking experience |
title_full | Game based assessments of cognitive ability in recruitment: Validity, fairness and test-taking experience |
title_fullStr | Game based assessments of cognitive ability in recruitment: Validity, fairness and test-taking experience |
title_full_unstemmed | Game based assessments of cognitive ability in recruitment: Validity, fairness and test-taking experience |
title_short | Game based assessments of cognitive ability in recruitment: Validity, fairness and test-taking experience |
title_sort | game based assessments of cognitive ability in recruitment: validity, fairness and test-taking experience |
topic | Psychology |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9891208/ https://www.ncbi.nlm.nih.gov/pubmed/36743642 http://dx.doi.org/10.3389/fpsyg.2022.942662 |
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