Validation of an Online-Gamified version of Epstein's Insight Tasks with Humans.
This study sought to replicate a model developed to explain the problem-solving process through insight with human participants. This process happens when an organism solves a problem by producing a behavior chain with at least two operant behaviors that share similar consequences during acquisition...
| Publicado en: | Psychological Record Vol. 73; no. 3; pp. 467 - 481 |
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| Autores principales: | , , , |
| Formato: | Artículo |
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Springer Nature
Sep2023
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| Materias: | |
| Acceso en línea: | Ver este registro en EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=ssf&AN=172445441&site=ehost-live header: @attributes: shortDbName: ssf uiTerm: 172445441 longDbName: Social Sciences Full Text (H.W. Wilson) uiTag: AN controlInfo: bkinfo: jinfo: jid: 00332933 PSD jtl: Psychological Record issn: 00332933 maglogo: N pubinfo: dt: Sep2023 vid: 73 iid: 3 pid: 237 pub: Springer Nature artinfo: ui: 172445441 10.1007/s40732-023-00560-2 ppf: 467 ppct: 14 formats: fmt: – @attributes: type: T – @attributes: type: P size: 1.4MB tig: atl: Validation of an Online-Gamified version of Epstein's Insight Tasks with Humans. aug: au: Soares Pessôa Neto, Roberto Prata Oliveira, Marcela Santana, Luiz Henrique Ildegardes Brito Tatmatsu, Daniely affil: https://ror.org/036rp1748 Department of Experimental Psychology, University of São Paulo, São Paulo, São Paulo, Brazil MindMap - Brainy Solutions, São Paulo, Brazil https://ror.org/03srtnf24 Department of Psychology, Federal University of Ceará, Fortaleza, Ceará, Brazil su: Operant behavior Video games Problem solving Human beings sug: subj: Operant behavior Video games Problem solving Human beings Doll, Toy, and Game Manufacturing Video game publishers Video game design and development services Home entertainment equipment merchant wholesalers keyword: Creativity Insight Portal 2 Creativity Insight Portal 2 ab: This study sought to replicate a model developed to explain the problem-solving process through insight with human participants. This process happens when an organism solves a problem by producing a behavior chain with at least two operant behaviors that share similar consequences during acquisition but in different contexts. We recruited six participants aged between 20 and 30 years old with a low level of previous experience in first-person video games. They also did not have significant experience with the Portal 2 game and had adequate structural conditions to participate in the experiment remotely. The procedure has five phases: familiarization, pretest, practicing of behaviors not necessary for problem solving, practicing of behaviors necessary for problem solving, and posttest. As a result, three participants solved the problem only in the posttest, one solved it in the pretest phase, and two did not solve it in any of their presentations. However, all participants issued the necessary behaviors to solve the problem. For future experiments, it is encouraged that changes in the problem-solving situation occur that seek to increase the probability of solving the problem once the participant emits the necessary behaviors. pubtype: Academic Journal doctype: Article src: R language: English refInfo: copyright: @attributes: flag: N holdings: @attributes: islocal: N |
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