The Psychology Study Program of the Faculty of Psychology, Universitas Negeri Semarang (UNNES), participated in a public lecture titled Best Practices in Managing Game-Based Assessment, organized by PT PLN (Persero) on Saturday, June 6, 2026. Conducted online via Zoom, the event brought together students from various universities across Indonesia to explore contemporary developments in psychological assessment.

The public lecture was designed to enhance students’ academic understanding of current practices and innovations in psychological assessment within professional settings. Through the session, participants gained valuable insights into the implementation of technology-based assessment methods, particularly Game-Based Assessment (GBA), which is increasingly used for employee selection, talent mapping, and human resource development in various organizations.
The session featured Rinekso W. Laban, Manager of Material Development and Data Processing at the Assessment Center Unit of PT PLN (Persero), as the keynote speaker. During his presentation, he shared a range of best practices in the development and management of Game-Based Assessment, highlighting its growing relevance and effectiveness in modern assessment processes.
In addition to students from the UNNES Psychology Study Program, participants also came from Universitas Gadjah Mada (UGM), UIN Walisongo Semarang, and Universitas Muhammadiyah Banjarmasin. The diverse participation from multiple universities fostered an interactive learning environment and enriched discussions on the opportunities and challenges of psychological assessment in the digital era.
One of the participants from the UNNES Psychology Study Program, Siti Syarah, expressed her positive impression of the activity.
“The Game-Based Assessment was enjoyable and did not feel like taking a test, it felt more like playing a game. The application was easy to use, and although there were some technical issues at the beginning, they were resolved quite easily,” she said.
Another participant, Hellena Mutiara, highlighted the engaging nature of the assessment experience.
“Various challenges such as puzzles, problem-solving tasks, clue-finding activities, and interactive quizzes kept me focused and enthusiastic throughout the assessment process. The adventure-like game design made the experience feel more like playing a game than taking a test,” she explained.
Similarly, Katarina Clara shared her enthusiasm for the assessment.
“I found the Game-Based Assessment very interesting because the assessment process was presented with game-like graphics. Even the loading process was fast. I truly enjoyed the experience because there were missions and challenges to complete throughout the assessment,” she noted.
Through participation in this activity, students were able to broaden their understanding of the practical application of psychology, particularly in the fields of psychological measurement and industrial-organizational assessment. The experience also provided firsthand exposure to innovative assessment methods that are increasingly relevant to the demands of today’s workforce and professional environment. (ANH)




