DIGITAL LIBRARY
GENIUSUP! AN EDUCATIONAL EXPERIENCE THROUGH SERIOUS GAMES USING AUGMENTED REALITY
1 University of the Balearic Islands (SPAIN)
2 Rem Experience (SPAIN)
About this paper:
Appears in: EDULEARN23 Proceedings
Publication year: 2023
Pages: 6623-6628
ISBN: 978-84-09-52151-7
ISSN: 2340-1117
doi: 10.21125/edulearn.2023.1750
Conference name: 15th International Conference on Education and New Learning Technologies
Dates: 3-5 July, 2023
Location: Palma, Spain
Abstract:
The GeniusUp project comes from the Orientation and Transition to the University Program (POTU) developed by the University Of Balearic Islands (UIB). Within this program, multiple activities are carried out to promote the scientific and technological culture to new potential university students. In this project, a new version of GeniusUp is presented based in a deck of cards picturing new thematic areas (computer science, mathematics, biology and physics). This is a National funded project (Fecyt 21-17077).

We propose to use ICTs to approach in a playful way primary, secondary and high school students through serious games. This card game is based on the idea of the popular UNO deck of cards mixed with a trivial game of related questions. In this new version (2023) the students could play with a deck of cards and an APK (Android Application Package) with Augmented Reality (AR) application using a magic cube (3D). This is totally new and very diffrent from previous versions.

The new extended objectives of the GeniusUp Fecyt 21-17077 National project are the following:
1. Use didactic serious games to foster students' scientific culture and technology.
2. Convey in a playful and didactic way the scientific contents of the most relevant characters related to computer science, mathematics, biology and physics.
3. Promote scientific and technological culture using 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 faculty in the use of teaching strategies based on serious and/or educational 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 any thematic area and its application at the whole society.
7. Apply the Virtual and Augmented Reality into the classical games or videogames using the magic cube 3D.
8. Adapt the solution developed to ITv environment and test in a real iTv platform. (https://redauti.org)
Keywords:
Maze UNO+trivial cards, serious games, virtual and augmented reality, educational software, software game, ITv.