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Entre Ciencia e Ingeniería
Print version ISSN 1909-8367
Abstract
PARRADO, F. and OSPINA, D.. Gamificación de una prueba psicológica para la evaluación del autocontrol en estudiantes con el sensor Kinect. Entre Ciencia e Ingenieria [online]. 2016, vol.10, n.20, pp.108-116. ISSN 1909-8367.
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.
Keywords : Human Computer Interaction; gamification; serious games; self-control; Iowa Gambling Task; decision making; psychological test.