5 research outputs found

    Desarrollo y Evaluación de un Juego Serio basado en Superficies Interactivas en el Ámbito de la Educación Infantil

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    [EN] Collaborative Problem Solving is an essential soft skill that should be fostered from a young age. Many learning institutions now include the enhancement of this skill in their curricula in order to produce more capable engineers and scientists. In this work, a multi-platform tool for CPS enhancement called Quizbot is introduced and its development on three different platforms is detailed. Quizbot itself was developed with the intention of enhancing several of the CPS sub-skills, such as communication, negotiation, organization and planning. The different platforms offer varying advantages and disadvantages to the process of CPS enhancement. An experiment was performed with summer school students to compare the three platforms and observe the type of behavior and interaction that Quizbot encourages. The results of this experiment showed a generally positive reaction from the children and a promising usability for Quizbot, making it interesting to improve and test the tool further[ES] La resolución de problemas colaborativa es una de las habilidades que se deben fomentar desde una edad temprana. Muchas instituciones ahora incluye la mejora de esta habilidad en sus planes de estudio para producir ingenieros y científicos mas capaces. ´ En este trabajo, se introduce una herramienta multi-plataforma llamada Quizbot para el fomento de la resolucion de problemas colaborativa, y se detalla su desarrollo en tres ´ plataformas diferentes. Quizbot se desarrollo con la intención de fomentar varias de las ´ sub-habilidades que forman parte de la resolucion de problemas colaborativa, como la co- ´ municacion, negociación, organización, y planificación. Las diferentes plataformas ofre- ´ cen varias ventajas y desventajas al proceso de fomento de la resolución de problemas ´ colaborativa. Se realizo un experimento con estudiantes de escuela de verano para comparar las tres ´ plataformas y observar el tipo de comportamiento e interacción que Quizbot incentiva. Los ´ resultados de este experimento muestran una reacción generalmente positiva de los niños y ˜ una usabilidad prometedora para Quizbot, dando interés a mejorar y probar la herramienta ´ aun más.El Jurdi, S. (2016). Desarrollo y Evaluación de un Juego Serio basado en Superficies Interactivas en el Ámbito de la Educación Infantil. http://hdl.handle.net/10251/76883TFG

    Evaluating a tactile and a tangible multi-tablet gamified quiz system for collaborative learning in primary education

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    [EN] Gamification has been identified as an interesting technique to foster collaboration in educational contexts. However, there are not many approaches that tackle this in primary school learning environments. The most popular technologies in the classroom are still traditional video consoles and desktop computers, which complicate the design of collaborative activities since they are essentially mono-user. The recent popularization of handheld devices such as tablets and smartphones has made it possible to build affordable, scalable, and improvised collaborative gamifled activities by creating a multi-tablet environment. In this paper we present Quizbot, a collaborative gamifled quiz application to practice different subjects, which can be defined by educators beforehand. Two versions of the system are implemented: a tactile for tablets laid on a table, in which all the elements are digital; and a tangible in which the tablets are scattered on the floor and the components are both digital and physical objects. Both versions of Quizbot are evaluated and compared in a study with eighty primary-schooled children in terms of user experience and quality of collaboration supported. Results indicate that both versions of Quizbot are essentially equally fun and easy to use, and can effectively support collaboration, with the tangible version outperforming the other one with respect to make the children reach consensus after a discussion, split and parallelize work, and treat each other with more respect, but also presenting a poorer time management.We would like to thank Universitat Politecnica de Valencia's Summer School for their collaboration during the development of this study, as well as Colegio Internacional Ausias March for their support in the development of educational content.This work is supported by Spanish Ministry of Economy and Competitiveness and funded by the European Development Regional Fund (EDRF-FEDER) with Project TIN2014-60077-R. It is also supported by fellowship ACIF/2014/214 within the VALi+d program from Conselleria d’Educació, Cultura i Esport (Generalitat Valenciana), and by fellowship FPU14/00136 within the FPU program from Spanish Ministry of Education, Culture, and SportGarcía Sanjuan, F.; El Jurdi, S.; Jaén Martínez, FJ.; Nácher-Soler, VE. (2018). Evaluating a tactile and a tangible multi-tablet gamified quiz system for collaborative learning in primary education. Computers & Education. 123:65-84. https://doi.org/10.1016/j.compedu.2018.04.011S658412

    A systematic review of game technologies for pediatric patients

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    [EN] Children in hospital are subjected to multiple negative stimuli that may hinder their development and social interactions. Although game technologies are thought to improve children's experience in hospital, there is a lack of information on how they can be used effectively. This paper presents a systematic review of the literature on the existing approaches in this context to identify gaps for future research. A total of 1305 studies were identified, of which 75 were thoroughly analyzed according to our review protocol. The results show that the most common approach is to design mono-user games with traditional computers or monitor-based video consoles, which serve as a distractor or a motivator for physical rehabilitation for primary school children undergoing fearful procedures such as venipuncture, or those suffering chronic, neurological, or traumatic diseases/injures. We conclude that, on the one hand, game technologies seem to present physical and psychological benefits to pediatric patients, but more research is needed on this. On the other hand, future designers of games for pediatric hospitalization should consider: 1. The development for kindergarten patients and adolescents, 2. Address the psychological impact caused by long-term hospitalization, 3. Use collaboration as an effective game strategy to reduce patient isolation, 4. Have purposes other than distraction, such as socialization, coping with emotions, or fostering physical mobility, 5. Include parents/caregivers and hospital staff in the game activities; and 6. Exploit new technological artifacts such as robots and tangible interactive elements to encourage intrinsic motivation.This work is supported by the Spanish Ministry of Economy and Competitiveness and the European Development Regional Fund (EDRF-FEDER) with Project TIN2014-60077-R.El Jurdi, S.; Montaner-Marco, J.; García Sanjuan, F.; Jaén Martínez, FJ.; Nácher-Soler, VE. (2018). A systematic review of game technologies for pediatric patients. Computers in Biology and Medicine. 97:89-112. https://doi.org/10.1016/j.compbiomed.2018.04.019S891129

    Software para la gestión de almacén y muestrario de una planta de fabricación de baldosas cerámicas

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    Treball Final de Grau en Enginyeria Informàtica. Codi: EI1054. Curs: acadèmic: 2014-2015El proyecto descrito en este documento consiste en tres aplicaciones de escritorio y tabletas Windows, cada una considerada un módulo, desarrolladas para la f ́abrica de baldosas cerámicas Keros Ceramica S.L. El primer módulo, una aplicación que guarda el tiempo de inicio y fin de diferentes tareas, est ́a destinado al departamento de muestras. El segundo módulo, una aplicaciión que guarda el tiempo de inicio y fin de hojas de carga y comprueba la coherencia del material que se esta cargando, está destinado al departamento de cargas. El tercer y último módulo, una aplicación que muestra los tiempos guardados por los primeros dos módulos, está destinado al departamento de gerencia. La información mostrada en el tercer módulo pretende ayudar a la toma de decisiones de la gerencia en relación a la mejora de la eficiencia y el servicio a clientes de la empresa. El proceso de desarrollo de este proyecto consiste en varias fases como planificación del proyecto, análisis de sistema, diseño, implementación y testeo, con diferentes herramientas utilizadas en cada fase. El producto final está escrito en Java y hace uso de varias sentencia SQL para conectarse a la base de datos Microsoft Server 2008 de la empresa
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