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)