Gamificación de una prueba psicológica para la evaluación del autocontrol en estudiantes con el sensor Kinect

Palabras clave: Interacción Humano-Computador, Gamificación, Videojuegos serios, Autocontrol, Iowa Gambling Task, Toma de decisiones, Prueba psicológica

Resumen

La tecnología de reconocimiento de gestos y movimiento puede soportar y mejorar las mediciones de constructos psicológicos como el autocontrol, el cual es considerado como un rasgo de personalidad o una habilidad para preferir consecuencias demoradas. Tradicionalmente, la evaluación es realizada con encuestas y la ejecución de tareas específicas. En este estudio el autocontrol fue medido con la prueba 16 PF y el patrón de elección fue evaluado con los diferentes valores de respuesta del Iowa Gambling Task. Una muestra de 85 estudiantes de psicología jugaron en una interfaz de humano-computador usando el sensor Kinect. Se encontró que los participantes tuvieron similares ganancias y un tiempo de reacción diferente (F (2, 8049) = 3.058, p < .005) y al tomar decisiones de jugar o pasar (p < .001) particularmente entre quienes puntuaron bajo y medio autocontrol. Estos hallazgos indican que el uso del sensor Kinect es útil para mejorar la tecnología para clasificar la ejecución de elecciones correspondientes a conceptos psicológicos.

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Biografía del autor

Felipe Parrado Corredor, Universidad Católica de Pereira

Nació en Bogotá, D.C, Colombia. Es docente de tiempo completo del programa de Psicología de la Universidad Católica de Pereira-UCP. Es integrante de la línea en Neurociencia y Conducta del grupo de investigación “Clínica y Salud Mental”. Sus principales intereses de investigación son el aprendizaje de relaciones y la toma de decisiones

Daniela Ospina Toro, Universidad Tecnológica de Pereira

Graduada como Ingeniero de Sistemas y Computación de la Universidad Tecnológica de Pereira, analizó los ritmos de la actividad neuronal de niños con déficit de atención en su tesis de Magister en Ingeniería Eléctrica de la Universidad Tecnológica de Pereira. Ha sido joven investigadora de Colciencias. Sus principales intereses de investigación son la Neurociencia computacional y el estudio de la conciencia

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Publicado
2016-09-21
Cómo citar
Parrado Corredor, F., & Ospina Toro, D. (2016). Gamificación de una prueba psicológica para la evaluación del autocontrol en estudiantes con el sensor Kinect. Entre Ciencia E Ingeniería, 10(20), 108-116. Recuperado a partir de https://revistas.ucp.edu.co/index.php/entrecienciaeingenieria/article/view/384
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