Gamification of a psychological test for assessing students’ self-control with Kinect sensor1

The gestures and movement recognition technology might support and improve measurements of psychological constructs as self-control, that it is considered a personality trait or an ability of preferring delayed consequences. Traditionally, their assessment is executed with surveys and performance on...

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Autores:
Tipo de recurso:
Article of journal
Fecha de publicación:
2019
Institución:
Universidad Católica de Pereira
Repositorio:
Repositorio Institucional - RIBUC
Idioma:
spa
OAI Identifier:
oai:repositorio.ucp.edu.co:10785/9762
Acceso en línea:
https://revistas.ucp.edu.co/index.php/entrecienciaeingenieria/article/view/384
http://hdl.handle.net/10785/9762
Palabra clave:
Rights
openAccess
License
Derechos de autor 2019 Entre Ciencia e Ingeniería
Description
Summary:The gestures and movement recognition technology might support and improve measurements of psychological constructs as self-control, that it is considered a personality trait or an ability of preferring delayed consequences. Traditionally, their assessment is executed with surveys and performance on specific tasks. In this study selfcontrol was measured with a 16-PF test and the choice pattern was assessed with different values of responses from the Iowa Gambling Task. A sample of 85 students of Psychology played in a human computer interface using the Kinect sensor. It was found that the participants had similar earnings and differential time reaction (F (2, 8049) = 3.058, p < .005) and taking play or pass decisions (p < .001) particularly between low and medium self-control rank. The findings point that the use of sensor Kinect is useful to improve technology for classifying choice performance corresponding to psychological concepts.