Stealth assessment embeds educational measurement directly into gameplay to evaluate student competencies without disrupting the learning flow. However, ensuring the psychometric rigor of game-based instruments at the item level remains a crucial challenge. This study evaluated the psychometric properties and item-level diagnostics of a 30-item stealth assessment integrated into the educational board game Resonance Odyssey. Data were collected from 129 participants (N = 129) and analyzed using the Rasch measurement model via Winsteps 5.2.5.1. The analysis confirmed strong construct validity and unidimensionality, with 36.8% of the raw variance explained by the measure and a first residual contrast eigenvalue of 3.03 (6.4%). High internal consistency and item hierarchy were demonstrated by excellent item reliability (= 0.95, separation = 4.60) and good person reliability ( = 0.87, separation = 2.61). Wright map targeting showed an optimal alignment between student ability and task difficulty, indicated by a mean person measure of +0.03 logit. Local independence was fully satisfied, with maximum standardized residual correlation reaching only r = 0.47. Detailed item-level diagnostics identified four misfitting items (Q22, Q25, Q26, and Q30) characterized by high outfit mean square values (MNSQ > 3.0) and unexpected option endorsements by high-ability students. Overall, the findings demonstrate that while Resonance Odyssey provides a psychometrically rigorous framework for non-intrusive skill measurement, targeted revision of problematic distractors is essential to optimize its diagnostic precision.
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