About this paper

Appears in:
Pages: 8498-8505
Publication year: 2019
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

THE CONQUEROR: AN EDUCATIONAL GAME BASED ON TANGIBLE INTERACTION

C. Sanz1, M. Cruz2, M. Nordio1, V. Artola3, S. Baldassarri4

1III LIDI - Facultad de Informática - UNLP (ARGENTINA)
2Maestría en TIAE - Facultad de Informática - UNLP (ARGENTINA)
3III LIDI - Facultad de Informática - UNLP / CONICET (ARGENTINA)
4Universidad de Zaragoza (SPAIN)
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.
@InProceedings{SANZ2019CON,
author = {Sanz, C. and Cruz, M. and Nordio, M. and Artola, V. and Baldassarri, S.},
title = {THE CONQUEROR: AN EDUCATIONAL GAME BASED ON TANGIBLE INTERACTION},
series = {12th annual International Conference of Education, Research and Innovation},
booktitle = {ICERI2019 Proceedings},
isbn = {978-84-09-14755-7},
issn = {2340-1095},
doi = {10.21125/iceri.2019.2023},
url = {https://dx.doi.org/10.21125/iceri.2019.2023},
publisher = {IATED},
location = {Seville, Spain},
month = {11-13 November, 2019},
year = {2019},
pages = {8498-8505}}
TY - CONF
AU - C. Sanz AU - M. Cruz AU - M. Nordio AU - V. Artola AU - S. Baldassarri
TI - THE CONQUEROR: AN EDUCATIONAL GAME BASED ON TANGIBLE INTERACTION
SN - 978-84-09-14755-7/2340-1095
DO - 10.21125/iceri.2019.2023
PY - 2019
Y1 - 11-13 November, 2019
CI - Seville, Spain
JO - 12th annual International Conference of Education, Research and Innovation
JA - ICERI2019 Proceedings
SP - 8498
EP - 8505
ER -
C. Sanz, M. Cruz, M. Nordio, V. Artola, S. Baldassarri (2019) THE CONQUEROR: AN EDUCATIONAL GAME BASED ON TANGIBLE INTERACTION, ICERI2019 Proceedings, pp. 8498-8505.
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