Potential of the computer game «Plines» as a tool for differentiating the cognitive abilities of schoolchildren
Clicks: 188
ID: 98775
2018
The article presents the results of an empirical study of the interrelation between dynamic and total individual performance indicators of gaming behavior in the "PLines" game with test measurements of general intelligence and divergent creativity (N = 151). It is demonstrated that the dynamics of point accumulation in the game can be used, with a great likelihood, for relating subjects to determined groups with a certain level of ability (high intelligence and creativity vs low intelligence and creativity). The data that it is the high-test indicators of cognitive abilities that determine the effectiveness of the gaming behavior of the subjects, and not vice versa is another fundamental result of the study. The subjects of discussion are the prospects for further use of this computer game in the diagnosis of ability sets in real life, the need to expand the pool of investigated psychological indicators that contribute to decision making in a situation of uncertainty, and the benefits of referring to the procedural characteristics of solving problems in psychological diagnostics.
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aa2018potentialsovremenna
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Authors | A.A., Margolis;E.A., Shepeleva;E.V., Gavrilova;G.A., Petrova;V.K., Voitov;V.S., Yurkevich;S.S., Ermakov; |
Journal | sovremennaâ zarubežnaâ psihologiâ |
Year | 2018 |
DOI | DOI not found |
URL | |
Keywords |
Education
Technology (General)
Engineering (General). Civil engineering (General)
Information technology
Technology
psychology
social sciences (general)
education (general)
social sciences
applied optics. photonics
communication. mass media
theory and practice of education
miscellaneous systems and treatments
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