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Applying machine learning to a virtual serious game for neuropsychological assessment
- Source :
- EDUCON, RiuNet. Repositorio Institucional de la Universitat Politécnica de Valéncia, instname
- Publication Year :
- 2021
- Publisher :
- IEEE, 2021.
-
Abstract
- [EN] Neuropsychological assessment has been traditionally made through paper-and-pencil batteries which usually are time-consuming, decontextualized, and nonecological. These abilities play a critical role in education since they are very related to learning capacity, academic achievement, social functioning, as well as the inhibition of maladaptive behaviors. Meanwhile, serious games are being used in education and psychology to achieve assessments without these limitations, including neuropsychological assessments. While traditional tests can be analyzed with classical statistics, a large number of variables can be extracted from serious games, the analysis of which can be more complex. Machine learning can handle this large amount of information and find patterns that allow us to recognize behaviors. This study aimed to investigate whether machine learning could be used to improve predictive validity in applying a serious game for neuropsychological assessment. Results were based on 60 subjects, including 42 cognitive activities. The validation process showed best results on attention, memory, planning, and cognitive flexibility, achieving accuracies higher or equal to 0.8 and Cohen¿s Kappas higher than 0.55, which implies that the Virtual Serious Game could be a valid tool to perform a neuropsychological evaluation along with traditional tests.<br />This work was supported by the Spanish Ministry of Economy, Industry and Competitiveness funded project Advanced Therapeutically Tools for Mental Health (DPI2016-77396-R) and by the European Union through the Operational Program of the European Regional Development Fund (ERDF) on the Valencian Community 2010-2020 (IDIFEDER/2018/029).
- Subjects :
- Predictive validity
EXPRESION GRAFICA EN LA INGENIERIA
Process (engineering)
ESTADISTICA E INVESTIGACION OPERATIVA
Academic achievement
Serious game
Assessment
Machine learning
computer.software_genre
Virtual reality
03 medical and health sciences
0302 clinical medicine
Executive function
medicine
Neuropsychological assessment
030304 developmental biology
0303 health sciences
medicine.diagnostic_test
business.industry
Neuropsychology
Cognitive flexibility
Cognition
Artificial intelligence
Psychology
business
computer
030217 neurology & neurosurgery
Subjects
Details
- Database :
- OpenAIRE
- Journal :
- 2021 IEEE Global Engineering Education Conference (EDUCON)
- Accession number :
- edsair.doi.dedup.....14e34512931961f37012be8e46bf71b5