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Analysis of statistical dependencies between intellectual characteristics and gaming ability, measured with the aid of a computer game

机译:借助电脑游戏测量智力特征与游戏能力之间的统计依赖性分析

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The aim of this paper is testing a computer game as an alternative tool for the assessment of intelligence and creativity of school children. The relevance of the research task is determined by the growing interest in practical psychology in the use of computer games as a special diagnostic tool in educational process. There are two original factor models that have been developed and the structural equation modeling of measured parameters has been carried out. The relationships between game dynamic and final individual results in the computer game, on the one hand, and psychometric intelligence and divergent creativity, on the other, are presented. Weak correlation between the above-mentioned and individually measured intellectual and creativity characteristics of the participants with the computer game results was discovered. Consideration of these characteristics in the form of a common latent factor makes it possible to identify the corresponding dependencies only in some cases when there is a dividing the sample into groups according to their ability level. Particularly, the dynamics of game scoring allows to refer participants to the target group with a certain level of abilities (high intelligence and creativity versus low intelligence and creativity), and it is the high level of psychological traits that determines effectiveness in the game behavior, but not vice versa. The qualitative ratios of the two groups of subsets of participants were revealed: weak, medium and strong players and players with three different levels of psychological abilities. The prospects for the further use of computer games for assessment of cognitive abilities in the measurement of combination of psychological abilities are discussed.
机译:本文的目的是将计算机游戏作为评估学童智能和创造力的替代工具。研究任务的相关性由实际心理学在使用计算机游戏中的兴趣日益越来越厉害,作为教育过程中的特殊诊断工具。已经开发了两个原始因子模型,并进行了测量参数的结构方程建模。在另一方面,在电脑游戏中,游戏动态和最终个人之间的关系,另一方面,在另一方面,在另一方面,在另一方面,在另一方面,在另一方面的心理学智能和发散的创造力。发现了与计算机游戏结果的上述和单独测量的知识分子和创造性特征之间的弱相关性。考虑到共同潜在的形式的这些特征使得可以仅在某些情况下识别相应的依赖性,当存在根据它们的能力水平的分组将样品分成组。特别是,游戏评分的动态允许将参与者推荐给目标群体,具有一定程度的能力(高智力和创造力与低智力和创造力),并且是在游戏行为中确定有效性的高水平性状,但反之亦然。参与者的两组子集的定性比率揭示:弱势,中等和强大的球员和球员,具有三种不同的心理能力。讨论了进一步使用计算机游戏来评估心理能力组合中的认知能力的展望。

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