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Using Myers-Briggs Personality Type Indicators to Predict High School Student Performance in an Educational Video Game

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Author(s)
Rice, John Wilson, 1967-
Contributor(s)
Poirot, James L., 1939-
Norris, Cathleen A.
Tyler-Wood, Tandra L.
Keywords
educational video games
instructional video games
Myers-Briggs
high school
virtual classroom
Myers-Briggs Type Indicator.
Video games and teenagers.
Educational games.

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URI
http://hdl.handle.net/20.500.12424/2370928
Online Access
http://digital.library.unt.edu/ark:/67531/metadc799468/
Abstract
Educational video games have proven a useful tool for educators, offering experiential pedagogy in a variety of fields. Predicting the success of a video game in engaging students and motivating them to work with relevant material is problematic. One approach was attempted through administering the Myers-Briggs Personality Type Indicator to 42 high school students and observing subsequent voluntary performance on a popular mathematics video game throughout one semester. Game dynamics matching certain personality elements of the students generally correlated between learning preferences in the classroom and in the online gaming environment. Students who enjoyed group dynamics in classroom settings likewise indicated enthusiasm for the group dynamics in game play. Those students preferring structured learning environments may prefer less open ended virtual learning gaming environments. Since the game incorporated multiple choice questions and rewarded correct choices made quickly, those students with personality styles in which questions are carefully considered before answering suffered in points scored compared to those used to making fast intuitive choices in exam settings. Additional studies, including those with larger populations and different types of video games, are needed for more definite conclusions.
Date
2014-12
Type
Thesis or Dissertation
Identifier
oai:info:ark/67531/metadc799468
http://digital.library.unt.edu/ark:/67531/metadc799468/
oai:ark: ark:/67531/metadc799468
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