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GENIUS UP! AN EDUCATIONAL EXPERIENCE THROUGH SERIOUS VIDEO GAMES FOR THE LEARNING OF SCIENCE IN A LUDIC WAY
Universitat de les Illes Balears (UIB) (SPAIN)
About this paper:
Appears in: EDULEARN19 Proceedings
Publication year: 2019
Pages: 8066-8074
ISBN: 978-84-09-12031-4
ISSN: 2340-1117
doi: 10.21125/edulearn.2019.1971
Conference name: 11th International Conference on Education and New Learning Technologies
Dates: 1-3 July, 2019
Location: Palma, Spain
Abstract:
The GeniusUp project comes from the Orientation and Transition to the University Program (POTU) developed by the UIB. Within this program, multiple activities are carried out to promote the scientific and technological culture of new potential university students.
In this project we propose to use ICTs to approach in a playful way the primary, secondary and high school students through serious and didactic videogames. It is raised to expand the scope of knowledge transfer through the creation of a didactic videogame about several areas of science and technology.
This videogame is based on the idea of the famous Candy Crush, which exchanges and combines candies, but with didactic elements such as atoms, numbers, animals and materials and combining them to create more complex elements (molecules, pieces, relationships and dependencies). Also a deck of cards is developped in order to play as UNO card game but including questions about the scientific areas (UNO+Trivial).
The main objectives of the GeniusUp project are the following:

1. Use didactic video games to foster students' scientific culture and technology.
2. Transmit in a playful and didactic way the scientific contents of the most relevant characters related to physics, chemistry, biology, mathematics and computer science.
3. Promote scientific and technological culture through the use of ICTs and easing the social and cultural integration of all users through a universal design.
4. Motivate companies in the education sector to include in their educational products both highly interactive and accessible materials that improve school performance.
5. Involve the set of teachers in the use of teaching strategies based on serious and/or educational video games, which allow the student to immediately apply the knowledge acquired in the classroom.
6. Present an educational experience as a good practice for learning science and other disciplines in general.

We have a real implementation of deck of cards in order to show at the conference and also a testing videogame demo are available on:

https://www.appbrain.com/app/geniusup/es.uib.ugivia.geniusup
with a ranking of 4,7 over 5.0.
OR
https://itunes.apple.com/es/app/geniusup/id1209063623?mt=8

The nonprofit project can be supported at (crowfunding):
https://fueib.org/es/fundraising/426/geniusup
Keywords:
Serious games, virtual and augmented reality, educational software.