I have been wrestling with implementing an online educational simulation assessment methodology to prove that learning has happened during the course of a simulation to third parties. Rather than being theoretically perfect, however, to meet the needs of my clients, I needed something that works well in the field. I think I have come up with a methodology, let's call it "The Bristol Method", that might work quite well to assess a one to two hour long course.
The core assessment methodology is a simple model: A student will get sets of screens, with the task of quickly connecting boxed items from the left with the correct corresponding items on the right by drawing a line with a mouse.
The directions to the students will be as follows:
- You will get five sets of screens; in each you will connect an item from the left column with an item on the right column. You will do this by using the mouse to click on the item on the left, which will highlight, and then click on the most corresponding item on the right. A line will be drawn showing that they are connected. If you make a mistake, reclick on an item in the left column, and do the process again. There is a 90 second timer for each screen. If you are done before the time allowed, you can press the “done” button. If you finish early (before the timer runs out), you will get some bonus points.
- After each screen, you will see which are the right answers and a score. Your score is based on both the number correct, as well as any bonus points for hitting “done” before the timer goes off. The first of the five screens will be a practice round, which is not scored.
To launch the assessment in the first place, the student have to demonstrate a basic understanding of the connecting action, as such:

Then, again per directions, the first screen is a practice screen. For example:
This will be followed by a review screen, showing which answers are right or wrong (this is important feedback to reward students), the time left if any, and a score comprised of the two. Specifically, students get 60 points as a base, and then seven points for every right answer, plus one point for ever ten seconds left over on the clock, up to a maximum of 100 points (these points may be adjusted).
Students then have the ability to go back and replay the test screen if they want. When they are ready, the students can go through the four "real" assessment screens and sets. Each of the four real assessment screens would show five scrambled questions and answers, drawn randomly from a pool of about fifteen possible pairs. The tone of the assessment should be like a computer arcade game, with “fun” animations. At the end of the assessment they also get a final score with an average of all four sets.
The Questions
Obviously, the Bristol Method requires good questions. They can vary, although be organized by screens. So screens could include:
- Define the terms;
- Given brief overviews of situations, identify the best strategy;
- Given quotes, identify the meaning.
The test questions must line up with the learning objectives of the course.
Process
This same test (although with randomized questions each time) could be applied before and after a student went through a simulation, and can also be applied before and after a student went through a non-simulation class, as well as no class at all for baselines.
Result
If the simulation was effective, the result should show that students answered more question correctly, and in less time, and in a way that is directly comparable (and favorable) to a shift in other methods or no methods. An aggregated graph may look like:

Rational
I believe this Bristol Method would solve a handful of traditional problems.
First, it would move quickly, and be enjoyable (or less miserable than a traditional test). It could have some great bells and whistles. This is critical because any student taking a pre-test in a subject in which they don't know much can necessarily be miserable, and a harsh way to start any educational program. (Starting a two hour long simulation course having to answer questions to which a student doesn't know the answer can create defensiveness that puts a damper on the entire experience.) By matching (which rewards some knowledge by reducing the number of possibilities with each correct answer), by having a short timer (win, loose, or draw, the experience is over quickly), and by learning what they got right and wrong in the review, the experience can be as painless as possible. Further, the lower the student resistance to an assessment, the easier it is to create base cases.
Second, by measuring speed, a test can ask questions that in an untimed methodology, the student could "figure out" given more time (which are often the types of questions one wants to ask anyway.). It also minimizes the cheating options of an open-book tests. And given that an advantage of a simulation is instinctive, intrinsic knowledge, looking at speed is relevant.
Third, the content is fair and objective, and can show improvements (or lack thereof) in a way that is convincing to the outside world. And the long term time frame and low completion rates of 360 assessments, while more fair, are avoided.
Conclusion
There are a range of theoretical evaluation strategies, none of which are perfect. But I hope the Bristol Method provides authentic, reliable results, that fairly and efficiently evaluates simulation deployments. I will be testing it in months to come and let you know how well the results work.