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Role-Playing Games as a Psychometric Tool for the Analysis of Personality Profiles and Academic Performance in Basic Education (103996)

Session Information: Educational Research and Development
Session Chair: Marina Fuertes

Saturday, 11 July 2026 12:40
Session: Session 3
Room: UCL Torrington, B07 (Basement Floor)
Presentation Type:Oral Presentation

All presentation times are UTC + 1 (Europe/London)

This research investigates the potential of role-playing games (RPG) as psychometric instruments capable of revealing personality traits, decision-making patterns, and engagement indicators related to the academic performance of basic education students. We understand that the symbolic and narrative dynamics of RPGs foster the spontaneous expression of psychological characteristics, thereby contributing to the identification of learning profiles that support personalized pedagogical practices. An analog RPG was developed based on archetypes and moral dilemmas, structured according to the 16PF and Wartegg psychometric models. The game was applied in three successive experiments conducted between 2023 and 2025, involving a total of 76 basic education students. Data collection integrated observation protocols, narrative records, and formal indicators of academic performance. Preliminary results show that 68% of participants exhibited decision-making patterns consistent with psychometric dimensions previously identified by formal instruments. Students with predominance in Cooperation (A), Stability (C), and Self-Control (Q3) factors demonstrated a 22% higher tendency toward collaborative behavior, often mediating narrative conflicts. Conversely, profiles characterized by Assertiveness (E) and Openness to Change (Q1) showed a 31% greater propensity to lead decision-making in risk-based scenarios. From a pedagogical perspective, work groups reorganized based on the profiles identified through the RPG experienced an average improvement of 12% in academic performance—particularly in text production and problem-solving—and a 19% increase in classroom participation. Analysis of the sessions also indicated a positive correlation (r = 0,43) between cooperative behaviors displayed in the game and academic engagement in the weeks that followed.

Authors:
Waldir Moura, Federal University of Rio de Janeiro, Brazil
Edgar Delbem, Federal University of Rio de Janeiro, Brazil
Angélica Ferreira da Silva Dias, Federal University of Rio de Janeiro, Brazil
Juliana Baptista dos Santos França, Federal University of Rio de Janeiro, Brazil


About the Presenter(s)
Waldir Siqueira Moura is an assistant research professor at the Resurrection VespeR Research and Education Entity. His interests include educational technologies and Digital Humanities. He is currently researching gamification in complex systems.

Connect on Linkedin
https://www.linkedin.com/in/waldir-moura-96572177/

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Posted by James Alexander Gordon

Last updated: 2023-02-23 23:45:00