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...
- 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:10785/13414
- Acceso en línea:
- https://revistas.ucp.edu.co/index.php/entrecienciaeingenieria/article/view/384
http://hdl.handle.net/10785/13414
- Palabra clave:
- Rights
- openAccess
- License
- Derechos de autor 2019 Entre Ciencia e Ingeniería
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. |
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