DIGITAL LIBRARY
THE CONQUEROR: AN EDUCATIONAL GAME BASED ON TANGIBLE INTERACTION
1 III LIDI - Facultad de Informática - UNLP (ARGENTINA)
2 Maestría en TIAE - Facultad de Informática - UNLP (ARGENTINA)
3 III LIDI - Facultad de Informática - UNLP / CONICET (ARGENTINA)
4 Universidad de Zaragoza (SPAIN)
About this paper:
Appears in: ICERI2019 Proceedings
Publication year: 2019
Pages: 8498-8505
ISBN: 978-84-09-14755-7
ISSN: 2340-1095
doi: 10.21125/iceri.2019.2023
Conference name: 12th annual International Conference of Education, Research and Innovation
Dates: 11-13 November, 2019
Location: Seville, Spain
Abstract:
In this paper an educational game based on tangible interaction, called The Conqueror, is presented. The Conqueror is an innovative game that includes the use of active objects and a tabletop (a digitally-augmented active surface capable of displaying images on their surface, and capable of sensing objects placed on them).

The educational goal of the game is to integrate and to revise different topics addressed by students during an educational process. It was designed for two players (or two groups). Each player receive a card with a list of countries to be conquered. The purpose of the game is to reach this goal to win. A physical active object or toy is also given to each player. The toy is a character that represents the player in the game. On the surface of the tabletop a map of America is presented and the countries are distributed between the players (painted in the color of the player).

In each turn, the players have to select a country to conquer and they have to respond an educational question to win the country. If the answer is correct, then the opponent has to answer correctly to defend its country and to avoid losing it. If the answer is incorrect, then the player loses a life and the attacked country is not won. The answers are given through buttons in the toy that represent the possible options: A, B, and C. In addition to that, the toys have audiovisual and haptic feedback.

Some experiences with students of primary and secondary school were carried out. An analysis of intrinsic motivation was done using Intrinsic Motivation Inventory (IMI) questionnaire. Also usability was evaluated during the sessions with students. The results are encouraging and they show that students enjoy the experiences and they are motivated.
Keywords:
Tangible interaction, active objects, educational game.