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Capgemini Syllabus

Game-based cognitive assessments can test candidates on thousands of data points in under 15 minutes, providing a more engaging and flexible testing experience than traditional paper assessments. These digital assessments are modeled on existing tests like the WAIS and ICAR. They use machine learning to gather extensive interaction data, like time spent on problems, increasing accuracy. Candidates receive tailored feedback as their performance directs them to different adaptive tasks. The Capgemini syllabus outlines topics for cognitive assessments including abstract reasoning, deductive logic, inductive reasoning, verbal ability, and technical ability. Specific examples of digital game assessments are provided spanning puzzles, sequences, language, math and coding challenges.
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0% found this document useful (0 votes)
213 views6 pages

Capgemini Syllabus

Game-based cognitive assessments can test candidates on thousands of data points in under 15 minutes, providing a more engaging and flexible testing experience than traditional paper assessments. These digital assessments are modeled on existing tests like the WAIS and ICAR. They use machine learning to gather extensive interaction data, like time spent on problems, increasing accuracy. Candidates receive tailored feedback as their performance directs them to different adaptive tasks. The Capgemini syllabus outlines topics for cognitive assessments including abstract reasoning, deductive logic, inductive reasoning, verbal ability, and technical ability. Specific examples of digital game assessments are provided spanning puzzles, sequences, language, math and coding challenges.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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 Capgemini Syllabus

 Predictive psychometrics: Game-based cognitive assessments are


typically modeled on and validated against existing cognitive
assessments, such as the Wechsler Adult Intelligence Scale (WAIS)
or the International Cognitive Assessment Resource (ICAR).
 Data collection: Pen and paper assessments can test candidates,
but gather a limited amount of data (one data point per question).
The machine learning underlying cognitive games gathers
thousands of data points from user interactions, such as how long a
candidate spends on a problem or whether or not they second
guess their answers. The large quantity of data in game-based
assessments increases accuracy while greatly shortening the time
it takes to complete the assessment.
 Speed and flexibility: Game-based assessments can be
administered on any device, and candidates can complete them in
less than 15 minutes on their own schedule.
Engaging for candidates: Game-based assessments — which
provide progression indicators and feedback to test takers — are
significantly more engaging for candidates, creating a better
candidate experience. Game-based assessments that are
progressive (meaning candidates get different tasks in real-time
based on their performance) create more opportunities for tailored
feedback, since each candidate effectively gets a different test.

Pre Requisite Syllabus


 Analytical Reasoning
 Logical Problems
 Logical Deduction
 Statement And Assumption
 Cause And Effect
 Statement And Conclusion
 Figure Matrix
 Seating Arrangement
 Character Puzzles
 Missing Letters Puzzles
 Logical Puzzles
 Playing Cards Puzzles
 Clock Puzzles
 Number Puzzles
 Sudoku
 Dot Situation
 Rule Detection
 Mirror And Water Images
 Embedded Images
 Grouping Of Images
 Image Analysis
 Pattern Completion
 Paper Cutting
 Shape Construction
 Paper Folding
Predective Index (PI) Cognitive Assessment
 Abstract Reasoning Section
 Shape Series
 Analogies
 Odd – One – Out
 Numerical Reasoning Section
 Number Series
 Fraction Value
 Word Problems
 Verbal Reasoning Section
 Antonyms
 Analogies
 Assumption and Conclusion
Deductive Logical Thinking
 Syllogisms
 Seating Arrangements
 Assumptions & Conclusions
 Numbers and Tables
Inductive Reasoning
 Inversion Sequences
 Rotation Sequences
 Positioning Sequences
 Counting Sequences
 Size Sequences
 Reflection Sequences
 Alternation Sequences
 Translation Sequences
 Replacement Sequeces
 3D Shapes
Conjecture
 Numerical
 Pattern
 Sequence
 Algebraic and Geometric
 Counter Example
Abductive reasoning
 Logic-based abduction
 Set-cover abduction
 Abductive validation
 Subjective logic abduction
Gamified Assessment – Examples to be Discussed
 Motion Challenge
 Grid Challenge
 Switch Challenge
 Digit Challenge
 Object Not Fitting The Rule
 Symmetrical Patterns
 Pipe Puzzle
 Shape Spinner
 Word Logic
 Link Swipe
 Net The Numbers
 Number Racer
 Yellow Hook Reef
 Sky Rise City
 Cosmic Cadet
 Pinnacle Valley.
 Marble Short Cuts
 Resemble
 Gridlock
 Numbubbles
 Tally Up
 Proof It
 Switch
 Digit
 Motion
 Grid
 Wordexpand
 Wordpath
 Numerosity
 Shapedance
 Disconumbers
 Digitspan
Verbal Ability
 Synonyms
 Sentence Completion
 Antonyms
 Selecting Words
 Spotting Errors
 Sentence Correction
 Reading Comprehension
 Jumbled Sentences
 Theme Detection
 Sentence Selection
 Verbal Analogies
 Fact - Inference - Judgement
 Conditional Syllogisms
 Phrases Idioms and Sequencing
Technical Ability
 Array and Matrices
 1D array
 Array Rotations
 Arrangement and rearrangement of elements of array
 Properties of matrices
 Strassen’s algorithm for matrix multiplication
 Inverting matrices
 Transpose of the matrix
 Linked list
 Basic operations on linked list
 Circular linked list
 Doubly linked list
 Tree
 Binary Tree
 Binary Search tree
 n-ary Tree
 Heap
 Graph
 Basic graph concepts
 BFS
 DFS
 Undirected graph, directed graph
 Minimum Spanning tree
 Shortest path algorithm
 Topological sort
 Connectivity in the graph
 String processing and manipulation
 Basic string operations
 Pattern searching
 Stack/Queue
 Basic stack operations
 Basic queue operations
 Application of stack
 Application of queue
 Sorting and Searching
 linear and binary search
 various sorting concepts
 Dynamic Programming
 Overlapping Subproblems Property
 Optimal Substructure Property
 Longest Common Subsequence
 Longest Common Substring
 Optimal binary search trees
 Matrix-chain multiplication
 0 1 knapsack
 Greedy Algorithms
 activity-selection problem
 Huffman codes
 task-scheduling problem
 fractional knapsack
 Minimum Spanning Trees
 Kruskal
 Prim
 Shortest Paths Algorithms
 Bellman-Ford algorithm
 Single-source shortest paths in directed acyclic graphs
 Dijkstra’s algorithm
 Johnson’s algorithm
 String Matching
 The naive string-matching algorithm
 The Rabin-Karp algorithm
 Knuth-Morris-Pratt algorithm
 Manacher algorithm
 Divide and Conquer
 Sorting algorithms
 Binary Search
 Disjoint Sets
 Disjoint-set operations
 Disjoint-set forests
 Computational Geometry
 Line-segment properties
 Intersection of line segment
 Finding the convex hull
 Closest pair of points

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