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Razvoj računalniške igre za izvedbo psiholoških testov in kognitivnega treninga
ID Prosenik, Uroš (Author), ID Demšar, Jure (Mentor) More about this mentor... This link opens in a new window, ID Lebar Bajec, Iztok (Comentor)

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Abstract
Ob porastu števila modernih računalniških iger in količine časa, ki jim ga ljudje namenimo, je bil naš cilj razviti štiri računalniške igre, ki skozi igrifikacijo (angl. gamification) kognitivnih testov pripomorejo k razvijanju igralčevih umskih sposobnosti. Uporabnike želimo s pomočjo igrifikacije dodatno motivirati in angažirati k izvajanju kognitivnih treningov ter s tem pozitivno vplivati na njihove kognitivne sposobnosti. Analizirali smo razliko med uveljavljenimi kognitivnimi testi in prirejenimi testi, realiziranimi znotraj naše aplikacije. Zanimalo nas je tudi, kako prirejene moderne računalniške igre vplivajo na uspešnost samih testov. Npr.: kako se različni uporabniki skozi igre obnesejo na igrificiranih kognitivnih testih; ali je uporabnik, ki je uspešen na potrjenih kognitivnih testih, uspešen tudi v igrificiranih testih in ali uporabnik, ki v prostem času veliko igra računalniške igre, doseže boljše rezultate v naših igrificiranih testih. Poleg samih računalniških iger smo razvili tudi zaledni sistem z uporabniškim vmesnikom, s pomočjo katerega smo v sodelovanju s psihologi lahko igrifikacijo priredili vsakemu posamezniku. Želja je bila razviti dober sistem igrifikacije, ki bo odprt za prilagoditve in nadgradnje. Tako smo testirali tudi uspešnost igrifikacije - ali so bili uporabniki bolj motivirani in angažirani po izvedbi igrificiranih kognitivnih testov, kot bi bili sicer. Uspešnost igrifikacije smo testirali tako, da smo kvantificirali motivacijo uporabnikov pri izvajanju igrificiranih kognitivnih testov ter jo primerjali z motivacijo pri izvedbi klasičnih testov. Kasneje smo s pomočjo analiz pridobljenih podatkov in povratnih informacij igrifikacijo poizkušali dodatno izboljšati nato pa smo testiranja ponovili. Rezultati analiz so v splošnem pokazali, da naše računalniške igre dobro korelirajo s podobnimi klasičnimi testi, pri večini testirancev pa so kazale povišano motiviranost.

Language:Slovenian
Keywords:igrifikacija, računalniške igre, psihološki testi, kognitivni trening, razvoj iger
Work type:Master's thesis/paper
Organization:FRI - Faculty of Computer and Information Science
Year:2019
PID:20.500.12556/RUL-111416 This link opens in a new window
COBISS.SI-ID:1538378691 This link opens in a new window
Publication date in RUL:30.09.2019
Views:1388
Downloads:309
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Secondary language

Language:English
Title:Development of a computer game suitable for psychological tests and cognitive training
Abstract:
With the increasing number of modern computer games and the amount of time that people devote to them, our goal was to develop four computer games that, through gamification, help cognitive development of the player's mental abilities. We want to further motivate and engage users in cognitive training, thereby positively influence their cognitive abilities. We analyzed the difference between approved cognitive tests and customized cognitive tests realized within our application. We were interested in how customized modern computer games affect the performance of tests themselves. How different users perform through games in customized cognitive tests; whether a user who is successful in validated cognitive tests is also successful in customized tests and whether a user who spends a lot of time playing computer games achieves better results in our customized tests. In addition to computer games, we also developed a back-end system with a user interface, with the help of which, in collaboration with psychologists, we were able to tailor the gamification to each individual. The desire was to develop a good gamification system that would be open to adjustments and upgrades. Thus, we also tested gamification performance; whether users were more motivated and engaged after performing gamified cognitive tests than they would have been otherwise. We tested the success of gamification by quantifying users motivation to perform gamified cognitive tests and comparing it to that of classic tests. Later, we tried to further improve the gamification with the help of data analysis and feedback, and then repeated the tests. The results of the analyzes have generally shown that our computer games correlate well with similar classic tests, with most test subjects showing increased motivation.

Keywords:gamification, serious gaming, psychological tests, cognitive training, game development

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