Working attention, planning and social skills through Pervasive Games in Interactive Spaces

Cerezo, E. (Universidad de Zaragoza) ; Aguelo, A. (Universidad de Zaragoza) ; Coma, T. (Universidad de Zaragoza) ; Gallardo Casero, J. (Universidad de Zaragoza) ; Garrido, M. A. (Universidad de Zaragoza)
Working attention, planning and social skills through Pervasive Games in Interactive Spaces
Resumen: Video games can serve as educational tools that make easier the development of creative, critical and communicative skills. After detecting that video games may decrease physical activity and social interactions, real world is coming back to computer entertainment, with a new gaming genre: Pervasive games. These games integrate physical and social aspects of real world, so that they overcome the limitations of traditional games in the spatial, temporal or social dimensions. Interactive spaces are a natural place to deploy pervasive games, as they both share their ubiquitous computing nature. Thus, we have tried to explore the possibility of having pervasive games in interactive spaces playing a role as learning tools, specifically for developing attention, planning and social skills. This way, we have designed a pervasive game to be played in an interactive space to work on those aspects. The game is made up by ten different missions. Also, we have developed an observation and analysis model that allows identifying which processes get activated during the game, and we have carried out an evaluation with the model with the intention of validating the usefulness of the activities and of the model. Lastly, we have obtained some recommendations for the design and mediation of pervasive games in interactive spaces. IEEE
Idioma: Inglés
DOI: 10.1109/TLT.2022.3155993
Año: 2022
Publicado en: IEEE Transactions on Learning Technologies 15, 1 (2022), 119-136
ISSN: 1939-1382

Factor impacto JCR: 3.7 (2022)
Categ. JCR: EDUCATION & EDUCATIONAL RESEARCH rank: 58 / 269 = 0.216 (2022) - Q1 - T1
Categ. JCR: COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS rank: 54 / 110 = 0.491 (2022) - Q2 - T2

Factor impacto CITESCORE: 8.5 - Engineering (Q1) - Computer Science (Q1) - Social Sciences (Q1)

Factor impacto SCIMAGO: 1.14 - Computer Science Applications (Q1) - Engineering (miscellaneous) (Q1) - Education (Q1) - E-learning (Q1)

Tipo y forma: Artículo (PostPrint)
Área (Departamento): Área Psicología Social (Dpto. Psicología y Sociología)
Área (Departamento): Área Psicolog.Evolut.Educac (Dpto. Psicología y Sociología)
Área (Departamento): Área Teoría e Histª. Educación (Dpto. Ciencias de la Educación)
Área (Departamento): Área Lenguajes y Sistemas Inf. (Dpto. Informát.Ingenie.Sistms.)


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Este artículo se encuentra en las siguientes colecciones:
Artículos > Artículos por área > Psicología Evolutiva y de la Educación
Artículos > Artículos por área > Teoría e Historia de la Educación
Artículos > Artículos por área > Lenguajes y Sistemas Informáticos
Artículos > Artículos por área > Psicología Social



 Registro creado el 2024-12-05, última modificación el 2024-12-05


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