Skip to main content

The Use of Gamification in Evaluating Children’s Emotional Intelligence

  • Conference paper
  • First Online:
Internet of Things, Infrastructures and Mobile Applications (IMCL 2019)

Part of the book series: Advances in Intelligent Systems and Computing ((AISC,volume 1192))

Included in the following conference series:

  • 2369 Accesses

Abstract

Intelligence is the carrying out of abstract thought, like the ability of learning and adopting to the environment. In general this ability would be defined by a common factor. Deferent types of intelligence, generally are distinguished according to the information on which they operate. Emotional Intelligence (EI) is a type of intelligence which operates on emotional information. It is mentioned that personality disorder is linked to various aspects of EI. The common method for studying the status of individual’s EI is presented in questionnaires which are usually boring and exhausting for kids to fill them out. MSCEIT is one of this assessment tools which has performance-based measurement approach. To make the assessment process more engaging and entertaining for kids, we are going to gamify the whole process. In the first step, we have been designed and implemented a mini-game, which its main mission is to measure kids’ EI by focusing on gamifying Faces and Facilitation tasks which are presented in MSCEIT. As the information gathering process finished, we are going to analyze this information by implementing classification methods using machine learning algorithms to improve the speed and accuracy of the assessment process.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Subscribe and save

Springer+ Basic
$34.99 /Month
  • Get 10 units per month
  • Download Article/Chapter or eBook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
Subscribe now

Buy Now

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Similar content being viewed by others

References

  1. Mayer, J.D., Salovey, P.: What is Emotional Intelligence? In: Salovey, P., Sluyter, D. (eds.) Emotional Development and Emotional Intelligence: Educational Implications, p. 331. Basic Books, New York (1997)

    Google Scholar 

  2. O’Boyle, E.H., Humphrey, R.H., Pollack, J.M., Hawver, T.H., Story, P.A.: The relation between emotional intelligence and job performance: a meta-analysis. J. Organ. Behav. 32(5), 788–818 (2011)

    Article  MATH  Google Scholar 

  3. Goldenberg, I., Matheson, K., Mantler, J.: The assessment of emotional intelligence: a comparison of performance-based and self-report methodologies. J. Pers. Assess.  86(1), 33–45 (2006)

    Google Scholar 

  4. Mayer, J.D., Salovey, P., Caruso, D.: Emotional intelligence as Zeitgeist, as personality, and as a mental ability. In: Bar-On, R., Parker, J.D.A. (eds.) Handbook of Emotional Intelligence: Theory, Development, Assessment, and Application at Home, School, and in the Workplace, pp. 92–117. Jossey-Bass, San Francisco (2000)

    MATH  Google Scholar 

  5. Mayer, J.D., Salovey, P., Caruso, D.: Emotional intelligence: theory, findings and implications. Psychol. Inq. 15, 197–215 (2004)

    Article  MATH  Google Scholar 

  6. Ingram, A., Peake, W.O., Stewart, W., Watson, W.: Emotional intelligence and venture performance, J. Small Bus. Manag. 57, 780–800 (2017)

    Google Scholar 

  7. Mayer, J.D., Salovey, P., Caruso, D.: Measuring emotional intelligence With the MSCEIT V2.0 (2003)

    Google Scholar 

  8. Khenissi, M.A., Bouzid, Y., Essalmi, F., Jemni, M.: A learning game for deaf learners. In: 2015 IEEE 15th International Conference on Advanced Learning Technologies, pp. 418–422 (2015).. https://doi.org/10.1109/icalt.2015.98

  9. Seaborn, K., Fels, D.I.: Gamification in theory and action: a survey. Int. J. Hum. Comput Stud. 74, 14–31 (2015)

    Article  MATH  Google Scholar 

  10. Hamari, J., Koivisto, J., Sarsa, H.: Does gamification work? - a literature review of empirical studies on gamification. In: Proceedings of Annual Hawaii International Conference on System Sciences, pp. 3025–3034 (2014)

    Google Scholar 

  11. Deterding, S., Sicart, M., Nacke, L., O’Hara, K., Dixon, D.: Gamification. using game-design elements in non-gaming contexts. In: Proceedings of the 2011 Annual Conference Extended Abstracts on Human Factors in Computing Systems - CHI EA 2011, p. 2425 (2011)

    Google Scholar 

  12. Wu, M.: Gamification and Serious Games (2017)

    Google Scholar 

  13. Kasurinen, J., Knutas, A.: Publication trends in gamification: a systematic mapping study. Comput. Sci. Rev. 27, 33–44 (2017)

    Google Scholar 

  14. Garris, R., Ahlers, R., Driskell, J.E.: Games, motivation, and learning: a research and practice model. Simul. Gaming 33(4), 441–467 (2002)

    Article  Google Scholar 

  15. Sweetser, P., Wyeth, P.: GameFlow: a model for evaluating player enjoyment in games. Comput. Entertain. 3(3), 3 (2005)

    Article  MATH  Google Scholar 

  16. Hsu, C.L., Lu, H.P.: Why do people play on-line games? an extended TAM with social influences and flow experience. Inf. Manag. 41(7), 853–868 (2004)

    Article  MATH  Google Scholar 

  17. Deterding, S.: Gamification for motivation. Interactions 19, 14–17 (2012)

    Google Scholar 

  18. Wood, L.C., Reiners, T.: Gamification. In: Encyclopedia of Information Science and Technology, pp. 3039–3047 (2015)

    Google Scholar 

  19. 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 4(2), e11 (2016)

    Article  Google Scholar 

  20. Nakpong, N., Chanchalor, S.: Interactive multimedia games to enhance the emotional intelligence of deaf and hard of hearing adolescents. Int. J. Instr. 12(2), 305–320 (2019)

    Google Scholar 

  21. Yang, J.C., Quadir, B., Chen, N.-S.: Effects of children’s trait emotional intelligence on digital game-based learning. Int. J. Hum. Comput. Inter. 35, 374–383 (2018)

    Google Scholar 

  22. Greenes, R.A.: Clinical Decision Support: Clinical Decision Support The Road to Broad Adoption (2014)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Abbas Narimani .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2021 Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Narimani, A., Khaleghi, A., Haedar, H., Semnani, F. (2021). The Use of Gamification in Evaluating Children’s Emotional Intelligence. In: Auer, M.E., Tsiatsos, T. (eds) Internet of Things, Infrastructures and Mobile Applications. IMCL 2019. Advances in Intelligent Systems and Computing, vol 1192. Springer, Cham. https://doi.org/10.1007/978-3-030-49932-7_75

Download citation

  • DOI: https://doi.org/10.1007/978-3-030-49932-7_75

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-49931-0

  • Online ISBN: 978-3-030-49932-7

  • eBook Packages: EngineeringEngineering (R0)

Publish with us

Policies and ethics