Experimental Psychology (Russia)
2020. Vol. 13, no. 1, 122–137
doi:10.17759/exppsy.2020130109
ISSN: 2072-7593 / 2311-7036 (online)
Intelligence, creativity, and ‘PLines’ computer game performance by middle school age students
Abstract
General Information
Keywords: intellect, creativity, efficiency of their problem solving, computer game “PLines”
Journal rubric: Psychology of Intelligence
Article type: scientific article
DOI: https://doi.org/10.17759/exppsy.2020130109
For citation: Margolis A.A., Kuravsky L.S., Voitov V.K., Gavrilova E.V., Ermakov S.S., Petrova G.A., Shepeleva E.A., Yurkevich V.S. Intelligence, creativity, and ‘PLines’ computer game performance by middle school age students. Eksperimental'naâ psihologiâ = Experimental Psychology (Russia), 2020. Vol. 13, no. 1, pp. 122–137. DOI: 10.17759/exppsy.2020130109. (In Russ., аbstr. in Engl.)
References
- Valueva E.A., Belova S.S. Diagnostika tvorcheskikh sposobnostei: metody, problemy, perspektivy [Diagnostics of creative abilities: methods, problems, prospects] // Tvorchestvo: ot biologicheskikh predposylok k kul’turnym fenomenam [Creativity: from biological prerequisites to cultural phenomena] / Kollektivnaya monografiya pod red. D.V. Ushakova. M., Izdatel’stvo IP RAN, 2011, pp. 625—648. (In Russ.).
- Kornilov S. A., Tan M., Khimenko D.D., Frolova E.S., Mokrinskii G.M., Sternberg R.Dzh, Grigorenko E.L. Proekt Avrora: kompleksnaya diagnostika detskoi odarennosti [Project Aurora: a comprehensive diagnosis of child giftedness] // Psikhologiya. Zhurnal Vysshei Shkoly ekonomii [Psychology. Journal of the Higher School of Economics], 2009, vol. 6, no. 3, pp. 117—125. (In Russ.).
- Kuravskii L.S., Baranov S.N., Kornienko P.A. Obuchaemye mnogofaktornye seti Markova i ikh primenenie dlya issledovaniya psikhologicheskikh kharakteristik [Markov’s multifactor learning networks and their application for studying psychological characteristics]. Neirokomp’yutery: razrabotka i primenenie [Neurocomputers: development and application], 2005, no. 12, pp. 65—76. (In Russ.).
- Kuravskii L.S., Marmalyuk P.A., Alkhimov V.I., Yur’ev G.A. Matematicheskie osnovy novogo podkhoda k postroeniyu protsedur testirovaniya [Elektronnyi resurs] [Mathematical foundations of the new approach to the construction of testing procedures]. Eksperimental’naya psikhologiya [Experimental Psychology], 2012, vol. 5, no. 4, pp. 75—98. Available at: http://psyjournals.ru/files/57359/ exp_2012_n4_Kuravsky.pdf (Accessed 17.09.2018). (In Russ., abstr. in Engl.).
- Margolis A.A., Kuravskii L.S., Shepeleva E.A., Gavrilova E.V., Petrova G.A., Voitov V.K., Yurkevich V.S., Ermakov S.S. Vozmozhnosti komp’yuternoi igry «Plines» kak instrumenta diagnostiki kompleksov kognitivnykh sposobnostei shkol’nikov [Elektronnyi resurs] [Possibilities of the computer game “Plines” as a tool for diagnosing complexes of school children’s cognitive abilities]// Sovremennaya zarubezhnaya psikhologiya [[Modern foreign psychology]], 2018, vol. 7, no. 3, pp. 38—52. doi:10.17759/jmfp.2018070304. (In Russ.).
- Markovskie modeli v zadachakh diagnostiki i prognozirovaniya: Uchebnoe posobie [Markov models in problems of diagnostics and forecasting: Tutorial]. / Pod red. L.S. Kuravskogo. M.: RUSAVIA, 2013. 172 p. (In Russ.).
- Raven Dzh.K., Kort Dzh.Kh., Raven Dzh. Rukovodstvo k Progressivnym Matritsam Ravena i Slovarnym Shkalam: Razdel 3: Standartnye Progressivnye Matritsy (vklyuchaya parallel’nye i plyus versii) [Guide to the Progressive Raven Matrices and Vocabulary Scales: Section 3: Standard Progressive Matrices (including parallel and plus versions)]. M.: Kogito-Tsentr, 2002. 144 p. (In Russ.).
- Sorokova M.G., Ermakov S.S. Gendernye osobennosti razvitiya intellekta uchenikov VI—X klassov [Elektronnyi resurs] [Gender features of the development of the intellect of students of grades VI—X] // Psikhologicheskaya nauka i obrazovanie [Psychological Science and Education]. 2014. Vol. 6. no. 4, pp. 56— 70. doi:10.17759/psyedu.2014060406. (In Russ.).
- Fedorov A.V. Kratkaya istoriya komp’yuternykh igr v Rossii [A brief history of computer games in Russia] // Mediaobrazovanie [Media Education]. 2013. no. 4, pp. 138—147. (In Russ.).
- Carroll, J.B. Human cognitive abilities. A survey of factor-analytic studies. NewYork: Cambridge University Press.,1993, 32 p.
- Foroughi C.K., Serraino C., Parasuraman R., & Boehm-Davis D.A. (2016). Can we create a measure of fluid intelligence using Puzzle Creator within Portal 2? Intelligence, vol. 56, pp. 58—64. doi:10.1016/j. intell.2016.026.011
- Gallagher D., Grimm L.R. Making an impact: The effects of game making on creativity and spatial processing. Thinking Skills and Creativity. 2018, vol. 28, pp. 138—149. doi:10.1016/j.tsc.2018.05.001.
- Harley B., Hart D. Language aptitude and second language proficiency in classroom learners of different starting ages // Studies in Second Language Acquisition. 1997. Vol. 19. № 3. P. 379—400.
- Hawkins, G.E., Rae B., Nesbitt K.V, & Brown S.D. Gamelike features might not improve data. Behavior Research Methods. 2013, vol. 45, no. 2, pp. 301—318. doi:10.3758/s13428-012-0264-3
- Kuravsky L.S., Marmalyuk P.A., Baranov S.N., Alkhimov V.I., Yuryev G.A. and Artyukhina S.V. A New Technique for Testing Professional Skills and Competencies and Examples of its Practical Applications. Applied Mathematical Sciences. 2015, vol, 9, no. 21, pp. 1003—1026. doi:10.12988/ams.2015.411899
- Kuravsky L.S. and Baranov S.N. The concept of multifactor Markov networks and its application to forecasting and diagnostics of technical systems. In: Proc. Condition Monitoring 2005. Cambridge, United Kingdom. July 2005, pp. 111—117.
- Lumsden J., Edwards E.A., Lawrence N.S., Coyle D., & Munafò M.R. Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy. JMIR Serious Games. 2016, vol. 4, no. 2. e11. doi:10.2196/games.5888
- Lumsden J., Skinner A., Woods A.T., Lawrence N.S., & Munafò M. The effects of gamelike features and test location on cognitive test performance and participant enjoyment. 2016. PeerJ 4: e2184. doi:10.7717/ peerj.2184
- McPherson J., & Burns N.R. Assessing the validity of computer-game-like tests of processing speed and working memory. Behavior Research Methods. 2008, vol 40, no 4, pp. 969—981. doi:10.3758/BRM.40.4.969
- Quiroga M.Á., Román F.J., Catalán A., Rodríguez H., Ruiz J., Herranz M., … Colom R. Videogame Performance (Not Always) Requires Intelligence. International Journal of Online Pedagogy and Course Design. 2011, vol. 1, no. 3, pp. 18—32. doi:10.4018/ijopcd.2011070102
- Quiroga M.A., Román F.J., De La Fuente J., Privado J., & Colom R. The Measurement of Intelligence in the XXI Century using Video Games. The Spanish Journal of Psychology. 2016. 19:E89. doi:10.1017/sjp.2016.84
- Quiroga M.A., Escorial S., Roman F.J., Morillo D., Jarabo A., Privado J., … Colom R. Can we reliably measure the general factor of intelligence (g) through commercial video games? Yes, we can! Intelligence, 2015, vol. 53, pp. 1—7. doi:10.1016/j.intell.2015.08.004
- Rabbitt P., Banerji N., & Szymanski A. Space fortress as an IQ test? Predictions of learning and of practised performance in a complex interactive video game. Acta Psychologica,1989, vol. 71, pp. 243—257.
Information About the Authors
Metrics
Views
Total: 1447
Previous month: 20
Current month: 11
Downloads
Total: 492
Previous month: 0
Current month: 2