PSICO-A: A Computational System for Learning Psychology

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Javier Gonzalez Marques 1,* Carlos Pelta 1

1. Department of Basic Psychology II, Complutense University, Madrid, Spain

* Corresponding author.


Received: 9 Jul. 2013 / Revised: 5 Aug. 2013 / Accepted: 2 Sep. 2013 / Published: 8 Oct. 2013

Index Terms

PSICO-A, Psychology, Education, Intelligent Tutoring Systems, Digital Games, Simulations.


PSICO-A is a new educational system, based on the web, for learning psychology. Its computational architecture consists of a front-end and a back-end. The first one contains a design mode, a reflective mode, a game mode and a simulation mode. These modes are connected to the back-end, which is composed of a rule engine, an evaluation module, a communication module, an expert module, a student module and a metacognitive module. The back-end is the heart of the system analysing the performance of pupils. PSICO-A assembles Boolean equations introducing algorithms such as those of Levenshtein, Hamming, Porter and Oliver. The system design used the programming language PHP5 for a clear and fast interface. PSICO-A is an innovative system because it is the first system in psychology designed for assessing the value of computer-based learning games compared with simulations for teaching the subject. Other systems use virtual environments for teaching subjects like mathematics, physics or ecology to children but the role of digital games and simulations in learning psychology is to date an unexplored field. A preliminary analysis of the motivational value of the system has been performed with sample of undergraduate students, verifying its advantages in terms of to encouraging scientific exploration. An internal evaluation of the system, using the game mode, has been conducted.

Cite This Paper

Javier González Marqués, Carlos Pelta, "PSICO-A: A Computational System for Learning Psychology", International Journal of Modern Education and Computer Science (IJMECS), vol.5, no.10, pp.1-8, 2013. DOI:10.5815/ijmecs.2013.10.01


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