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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Investigating motivation and time perception in traditional and technology-enhanced methods for psychological assessment</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Daniela Pacella</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Davide Marocco</string-name>
          <email>davide.maroccog@unina.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University of Naples Federico II Department of Humanistic Studies</institution>
          ,
          <addr-line>Naples</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>University of Naples Federico II Department of Public Health</institution>
          ,
          <addr-line>Naples</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>The recent rise in the adoption of technology-enhanced methodologies for the assessment of psychological abilities (such as cognitive skills and soft skills) has shown the several advantages that these novel technologies have in comparison with traditional methods, including their interactive nature, immediate feedback and the ability to simulate real-life situations. However, the di erences between these methods are often di cult to quantify and conceptualize. The aim of the present study is to take a step forward in investigating these di erences by evaluating the implicit and explicit motivation in the completion of two tests that assess the ability to manage interpersonal con ict. A sample of 100 participants was asked to complete two psychological tests for con ict management: the ROCI-II, a traditional test and Enact, a serious game, followed by a self-report questionnaire. The motivation, pleasantness and perceived time spent on the two tests were compared. Results show that the technology-enhanced platform was evaluated as signi cantly more pleasant and interesting. Additionally, graduates/postgraduates in other disciplines than psychology signi cantly underestimated the time spent interacting with the technological platform in comparison with the standard paper and pencil test.</p>
      </abstract>
      <kwd-group>
        <kwd>Psychological assessment • Technology-enhanced assessment • Motivation • Time perception</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        Serious games and technology-enhanced tests, in particular role-play and
simulation-based, are considered powerful tools thanks to their interactive [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] and
re ective [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] elements, as well as their immersive ability. These platforms can be
more engaging and entertaining than traditional paper-and-pencil tools, in
particular thanks to their potential to foster user motivation. Motivation, in fact, is
Copyright ' 2020 for this paper by its authors. Use permitted under Creative
Commons License Attribution 4.0 International (CC BY 4.0).
a key factor to ensure high quality training and performance [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Although
previous studies emphasized these aspects as being an important advantage pertaining
technology-enhanced tools, only few studies actually investigated the di erences
between traditional and game-based tests [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ], while most recent studies focused
instead on the di erence between paper-and-pencil tests and their computerized
counterparts with the same structure (e.g. [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]). With the present study we wish
to make a step towards a more comprehensive investigation of the di erences
in pleasantness and motivation between paper-and-pencil and interactive tests.
In particular, we aim at testing the hypothesis that an interactive methodology
has game-like sources of internal motivation, and is thus perceived as more
involving and motivating in comparison with traditional methodologies. To pursue
this aim, we adopted two di erent tests to assess con ict management ability
based on the same psychological framework: the ROCI-II, a traditional
paperand-pencil test, and Enact, a simulation-based serious game, and we evaluated
the generated implicit and explicit motivation using a self-report questionnaire.
The results aim at testing if the adoption of game-based platforms can improve
engagement and personal motivation to complete a given task, also providing
new insights for the future development of simulation-based platforms for
psychological assessment.
      </p>
      <p>To investigate explicit motivation, as described in the next section, an ad
hoc questionnaire was developed, while implicit motivation and pleasantness
was measured with the construct of time perception.</p>
      <p>
        Concerning time perception, several studies analysed changes in the
individual perception of time, trying to evaluate the relationships between
objective time and subjective time and how these are related to several internal
and external conditions as well as subjective distortions [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. Time perception
has already been used as a measurement of implicit pleasantness or motivation.
For example, Thayer [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] investigated how pleasantness impacted time
perception by asking participants to estimate how long they spent in an eye-contact
social task and manipulated the facial expression of the individual they were
looking at, a critical variable that can a ect the perceived valence of the
social interaction. The eye-contact was estimated as longer when the stimulus
(facial expression) was negative-unpleasant (scowling-angry) than when it was
positive-pleasant (smiling-friendly). Concerning time perception and motivation,
Watt [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] investigated the e ect of boredom proneness on perception of time.
In the experiment, undergraduate students were divided into two groups, highly
boredom-prone and low boredom-prone and were asked to complete a repetitive
number circling-task. Highly boredom-prone individuals reported subjective time
as passing more slowly during the task.
2
2.1
      </p>
    </sec>
    <sec id="sec-2">
      <title>Materials and Methods</title>
      <sec id="sec-2-1">
        <title>The psychological tests</title>
        <p>
          The Rahim Organizational Con ict Inventory II, or ROCI-II [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ] is a
standardised psychological test that provides a score for each of the ve possible styles
of con ict management de ned in Rahim and Bonoma's theory [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ], namely
Integrating, Obliging, Dominating, Avoiding and Compromising. The test is fully
paper-and-pencil and consists of 28 items on a 5-Point Likert scale.
        </p>
        <p>
          The Enact game platform is a simulation-based serious game in which users
are asked to negotiate with one virtual agent in a real-life con ict situation
selecting one among ve di erent sentences, each re ecting one of the styles
de ned in Rahim and Bonoma's theory. The game is scenario-based and in each
scenario the virtual agent displays a di erent con ict management style, for a
total of 5 [
          <xref ref-type="bibr" rid="ref10 ref9">9, 10</xref>
          ].
2.2
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>The questionnaire</title>
        <p>For the purpose of the research, an ad hoc self-report questionnaire was
developed, as a methodology for assessing the explicit and implicit levels of motivation
and pleasantness of the participants after the administration of the two tests.
The questionnaire was composed as follows:
{ information sheet with informed consent
{ demographic questionnaire
{ pleasantness and time perception self-report
In the self-report questionnaire, divided into three sections, participants were
asked to respond to items using a three or ve-point Likert scale. The
questionnaire evaluated:
1. the personal perception of time, interest in performing the two tests,
pleasantness and attention;
2. the perception of having acquired greater awareness of their style of
managing con ict after each test, and the consequent motivation and will to deepen
or not the subject;
3. estimation of the time spent in the completion of the two assessment tools.</p>
        <p>The research was conducted at the Natural and Arti cial Cognition (NAC)
Lab at the University of Naples Federico II. The sample was selected randomly
and consists of 100 participants equally distributed between males and females
(N = 100 of which M = 50 and F = 50). The age of the sample is between 18 and
35 (mean = 23.98, st.d. = 2.749, female mean = 24, male mean = 23.96). 49%
of the sample consists of BSc or MSc psychology students. The remaining 51%
is made of other BSc or MSc students in 9% language, 7% law, 7% philosophy,
5% literature, 2% history, 2% physical education, 2% biology, and 1% from the
following courses: history of art, phonology, physics, geology, speech therapy,
engineering, digital cultures, political science, music, economics. Finally, 2% are
interns and PhD students, and 5% did not specify. Each participant was uniquely
identi ed with a code to ensure anonymity.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Results</title>
      <p>For convenience, the sample was divided into two groups: a group formed by
graduates or postgraduates in psychology and one formed by graduates or
postgraduates in other disciplines. Regardless of their gender, participants on average
spent about 6 minutes to complete the ROCI-II and 12 to complete Enact.
3.1</p>
      <sec id="sec-3-1">
        <title>Results on the explicit pleasantness</title>
        <p>Regarding the explicit perception of pleasantness, data from the answers given
to the self-report was analyzed. The answer frequencies for each section of the
self-report questionnaire are shown respectively in Table 1, Table 2 and Table 3</p>
        <sec id="sec-3-1-1">
          <title>DStirsoanggrelye Disagree Nneoirthdeirsaaggrreeee Agree</title>
          <p>From the analysis of the data of the rst section, the following results emerged:
Item</p>
        </sec>
        <sec id="sec-3-1-2">
          <title>DStirsoanggrelye Disagree Nneoirthdeirsaaggrreeee Agree</title>
          <p>1. Most of the sample (87%) believed that it took longer to complete Enact
than ROCI-II.
2. Although students perceived that more time was spent on Enact, most of
them found Enact more interesting (91%) and pleasant (84%) than the
ROCI-II. Also the level of attention was considered by most students (77%)
higher while completing the serious game compared to the traditional test.
From the analysis of the data of the second section of the questionnaire, it is
possible to evidence that:
1. 43% of the sample, thus the relative majority, did not believe that it took
too long to nish Enact compared to ROCI II, while only 29% believed the
opposite is true.
2. 40% of the sample declared that completing the ROCI-II was a more boring
task compared to Enact.
3. The majority of the sample (72%) preferred to complete Enact rather than
the ROCI-II.
4. More than half (52%) of the sample declared that they were not distracted
during the execution of ROCI-II compared to Enact, and only 24% declared
the opposite.</p>
          <p>From the analysis of the data of the third section, the following results emerged:
1. The majority (51%) of the sample declared that, during the interaction with
Enact, new knowledge regarding the ability to manage con ict was acquired
and even more (59%) declared that they were motivated to deepen this
knowledge.
2. On the other hand, 53% of the sample stated that they have not learned
anything new during the administration of the ROCI-II.</p>
          <p>Then, we analysed gender di erences in the distribution of the answers to the
questionnaire. The following statistically signi cant di erences were found:
{ the serious game Enact was evaluated di erently in terms of the perception
of learning new knowledge concerning con ict management skills between
males and females (p = 0.001). Speci cally, most female participants (66%)
evaluated Enact positively, (22% do not take a position on this and 12%
evaluate it negatively); while male students are almost equally divided
between those who positively rate it (34%), those who do not take a position
(30%) and those who evaluate it negatively (36%);
{ the ROCI-II test is evaluated di erently in terms of perception of new
acquired knowledge regarding their con ict management skills by participants
based on their gender (p = 0.038). Speci cally, almost half of the female
participants (46%) assessed ROCI II negatively, while the other half either
takes no position (30%) or evaluates it positively (24%); the percentage of
male students that rate it negatively instead is much higher (60%), while
28% do not take a position on it and only 12% rate it positively.
Summarizing the results, most participants correctly estimated that it took
longer to complete Enact rather than the ROCI-II. However, the serious game
was perceived as more interesting and enjoyable to play, while the traditional
test was less appreciated. More than half of the sample also declared to have
learned new knowledge about their way of managing con ict with others thanks
to the use of the serious game Enact (while the opposite was true about the
traditional test) and was motivated to deepen this knowledge.
3.2</p>
        </sec>
      </sec>
      <sec id="sec-3-2">
        <title>Results on the implicit pleasantness</title>
        <p>Regarding the implicit perception of pleasantness, the rst analysis performed
aimed at comparing the real time spent to complete the two assessment tools
and the subjective time spent as perceived by the participants. Table 4 shows
the statistical averages and the standard deviations referring to the real time
(expressed in minutes) used to perform the ROCI-II test and the Enact game.</p>
        <p>There are no signi cant di erences between males and females in the real
time spent to complete Enact (p = 0.697) nor the real time spent to complete
the ROCI-II (p = 0.931).</p>
        <p>To express their perception of time, participants could choose one option
among: less than 10 minutes, between 10 and 15 minutes and more than 15
minutes. The results are summarized in Table 5.</p>
        <p>In contrast to the lack on any di erence on real time spent, the gender
variable determines e ects on the perceived duration of the two tests: the
perceived time spent to complete Enact, in fact, is estimated di erently according
to the gender (p = 0.034). In particular female students tend to more
accurately estimate the administration time of Enact, while male students tend to
Gender Stat Real Time Enact Real Time ROCI-II
F Average 12.38 5.50</p>
        <p>St. Dev. 3.557 1.741
M Average 12.00 6.42</p>
        <p>St. Dev. 3.338 1.727
TOT Average 12.19 5.96</p>
        <p>St. Dev. 3.437 1.786
Table 4. Average time (minutes) taken by the participants to complete the two
assessment tools divided by gender.
underestimate it, as shown in Figure 1. Time perception also appears to be
in uenced by the type of degree (graduate/postgraduate in psychology versus
graduate/postgraduate in other subjects). The two groups signi cantly di er in
terms of perceived time spent on Enact (p = 0.015, measured with the
MannWhitney U test). Figure 2 shows the distribution of the answers given to the
self-report by the two groups, concerning the time perceived in executing Enact.</p>
        <p>It emerged that participants in the group "Psychology
graduates/postgraduates" were able to correctly estimate the time spent completing Enact, while
those enrolled or graduated in other disciplines did present a bias towards the
underestimation of this time.
4</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Discussion</title>
      <p>From the results, it emerged that the majority of the sample correctly estimated
the time taken to perform the two evaluation tools, recognizing that the serious
game requires more time. However, the serious game was perceived as more
interesting and enjoyable to play, while the traditional test was less liked. This
data con rms the hypothesis that the perception of explicit pleasantness of the
participants, in reference to the two evaluation tools, is higher towards the serious
game Enact.</p>
      <p>
        The gender variable does not determine e ects on the actual duration of
Enact and ROCI-II, but it signi cantly determines the subjective perception of
time: female subjects tended to estimate more correctly the execution time of
Enact, while males tended to slightly underestimate it. Females are also more
likely to positively evaluate Enact (in terms of perception of acquiring new
knowledge regarding their ability to manage con ict), while males evaluate ROCI-II,
more negatively than females. Data related to gender di erences sees the female
sample having a signi cantly higher score in the items that express a greater
appreciation explicit towards Enact (unlike males who maintain on average more
neutral responses. This is in accordance with a previous study about Enact
pleasantness [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] where it was found that female participants, compared to males, gave
signi cantly higher scores in items that expressed appreciation towards Enact.
      </p>
      <p>
        The di erence emerged between the sample group that was
graduate/postgraduate in psychology and the group that was graduate/postgraduate in other
disciplines concerning the perception of time in reference to Enact sparks particular
interest: participants that were graduated/postgraduate in disciplines other than
psychology tended to underestimate the time spent on Enact, and this can be
interpreted as an evaluation bias introduced by their interest and engagement with
the game. However, graduates/postgraduates in psychology were not a ected by
this bias. Indeed, previous literature showed that graduates/postgraduates in
psychology are more aware of the subjective aspects that in uence our
perception of time, as they, during their academic journey, come into contact with
psychological constructs such as human metacognition and the biases associated
with it. Theories on metacognition argue that there is a causal link between
metacognitive re ections, control processes and cognitive performance [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ], also
concerning time perception [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. Future studies will aim at further investigate and
control for this aspect, which could be extremely important for the development
of more engaging technology-enhanced tests.
5
      </p>
    </sec>
    <sec id="sec-5">
      <title>Conclusion</title>
      <p>The present research aimed to explore the di erences in pleasantness and
motivation during the administration of standard paper and pencil tests and
technologyenhanced tests for psychological assessment. For this purpose, participants were
asked to complete two assessment tools that test the ability to manage
interpersonal con ict, in particular the ROCI-II test (a paper-and-pencil test) and
the Enact game platform (a simulation-based serious game). Then, participants
were asked to ll a self-report questionnaire. Results show that, even if the
serious game Enact took much longer to complete, it was generally assessed as
signi cantly more pleasant and interesting, regardless of the gender and degree
of the participant. Additionally, perceived time spent on the Enact platform
was signi cantly underestimated, but only by participants who were not
graduates/postgraduates in psychology. Also, the majority of the sample reported that
new knowledge regarding negotiation and con ict management was acquired
during the Enact gameplay, while this was not reported for the ROCI-II.</p>
    </sec>
  </body>
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