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...

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Publicado en:Psychological Record Vol. 73; no. 3; pp. 467 - 481
Autores principales: Soares Pessôa Neto, Roberto, Prata Oliveira, Marcela, Santana, Luiz Henrique, Ildegardes Brito Tatmatsu, Daniely
Formato: Artículo
Publicado: Springer Nature Sep2023
Materias:
Acceso en línea:Ver este registro en EBSCOhost
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      dt: Sep2023
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      pub: Springer Nature
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        10.1007/s40732-023-00560-2
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        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
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