Pedagogy-driven smart games for primary school children

Research output: Chapter in book/report/conference proceedingContribution to book/anthologyResearchpeer review

Authors

  • Fernando De la Prieta
  • Tania Di Mascio
  • Ivana Marenzi
  • Pierpaolo Vittorini

Research Organisations

External Research Organisations

  • Universidad de Salamanca
  • University of L'Aquila
View graph of relations

Details

Original languageEnglish
Title of host publication2nd International Workshop on Evidence-Based Technology Enhanced Learning
PublisherSpringer Verlag
Pages33-41
Number of pages9
ISBN (print)9783319005539
Publication statusPublished - 2013

Publication series

NameAdvances in Intelligent Systems and Computing
Volume218
ISSN (Print)2194-5357

Abstract

TERENCE is an FP7 ICT European project, highly multi-disciplinary, that is developing an adaptive learning system for supporting poor comprehenders and their educators. Their learning materials are stories and games, explicitly designed for classes of primary schools poor comprehenders, where classes were created via an extensive analysis of the context of use and user requirements. The games are specialised into smart games, which stimulate inference-making for story comprehension, and relaxing games, which stimulate visual perception and which train the interaction with devices (e.g., PC and tablet PC). In this paper we focus on how we used the pedagogical underpinnings and the acquired requirements to design the games of the system.

Keywords

    Formalizations of pedagogical theories, game frameworks, serious games

ASJC Scopus subject areas

Cite this

Pedagogy-driven smart games for primary school children. / De la Prieta, Fernando; Di Mascio, Tania; Marenzi, Ivana et al.
2nd International Workshop on Evidence-Based Technology Enhanced Learning. Springer Verlag, 2013. p. 33-41 (Advances in Intelligent Systems and Computing; Vol. 218).

Research output: Chapter in book/report/conference proceedingContribution to book/anthologyResearchpeer review

De la Prieta, F, Di Mascio, T, Marenzi, I & Vittorini, P 2013, Pedagogy-driven smart games for primary school children. in 2nd International Workshop on Evidence-Based Technology Enhanced Learning. Advances in Intelligent Systems and Computing, vol. 218, Springer Verlag, pp. 33-41. https://doi.org/10.1007/978-3-319-00554-6_5
De la Prieta, F., Di Mascio, T., Marenzi, I., & Vittorini, P. (2013). Pedagogy-driven smart games for primary school children. In 2nd International Workshop on Evidence-Based Technology Enhanced Learning (pp. 33-41). (Advances in Intelligent Systems and Computing; Vol. 218). Springer Verlag. https://doi.org/10.1007/978-3-319-00554-6_5
De la Prieta F, Di Mascio T, Marenzi I, Vittorini P. Pedagogy-driven smart games for primary school children. In 2nd International Workshop on Evidence-Based Technology Enhanced Learning. Springer Verlag. 2013. p. 33-41. (Advances in Intelligent Systems and Computing). doi: 10.1007/978-3-319-00554-6_5
De la Prieta, Fernando ; Di Mascio, Tania ; Marenzi, Ivana et al. / Pedagogy-driven smart games for primary school children. 2nd International Workshop on Evidence-Based Technology Enhanced Learning. Springer Verlag, 2013. pp. 33-41 (Advances in Intelligent Systems and Computing).
Download
@inbook{5b9a6811b008470881a8c56605c0e676,
title = "Pedagogy-driven smart games for primary school children",
abstract = "TERENCE is an FP7 ICT European project, highly multi-disciplinary, that is developing an adaptive learning system for supporting poor comprehenders and their educators. Their learning materials are stories and games, explicitly designed for classes of primary schools poor comprehenders, where classes were created via an extensive analysis of the context of use and user requirements. The games are specialised into smart games, which stimulate inference-making for story comprehension, and relaxing games, which stimulate visual perception and which train the interaction with devices (e.g., PC and tablet PC). In this paper we focus on how we used the pedagogical underpinnings and the acquired requirements to design the games of the system.",
keywords = "Formalizations of pedagogical theories, game frameworks, serious games",
author = "{De la Prieta}, Fernando and {Di Mascio}, Tania and Ivana Marenzi and Pierpaolo Vittorini",
year = "2013",
doi = "10.1007/978-3-319-00554-6_5",
language = "English",
isbn = "9783319005539",
series = "Advances in Intelligent Systems and Computing",
publisher = "Springer Verlag",
pages = "33--41",
booktitle = "2nd International Workshop on Evidence-Based Technology Enhanced Learning",
address = "Germany",

}

Download

TY - CHAP

T1 - Pedagogy-driven smart games for primary school children

AU - De la Prieta, Fernando

AU - Di Mascio, Tania

AU - Marenzi, Ivana

AU - Vittorini, Pierpaolo

PY - 2013

Y1 - 2013

N2 - TERENCE is an FP7 ICT European project, highly multi-disciplinary, that is developing an adaptive learning system for supporting poor comprehenders and their educators. Their learning materials are stories and games, explicitly designed for classes of primary schools poor comprehenders, where classes were created via an extensive analysis of the context of use and user requirements. The games are specialised into smart games, which stimulate inference-making for story comprehension, and relaxing games, which stimulate visual perception and which train the interaction with devices (e.g., PC and tablet PC). In this paper we focus on how we used the pedagogical underpinnings and the acquired requirements to design the games of the system.

AB - TERENCE is an FP7 ICT European project, highly multi-disciplinary, that is developing an adaptive learning system for supporting poor comprehenders and their educators. Their learning materials are stories and games, explicitly designed for classes of primary schools poor comprehenders, where classes were created via an extensive analysis of the context of use and user requirements. The games are specialised into smart games, which stimulate inference-making for story comprehension, and relaxing games, which stimulate visual perception and which train the interaction with devices (e.g., PC and tablet PC). In this paper we focus on how we used the pedagogical underpinnings and the acquired requirements to design the games of the system.

KW - Formalizations of pedagogical theories

KW - game frameworks

KW - serious games

UR - http://www.scopus.com/inward/record.url?scp=84880393322&partnerID=8YFLogxK

U2 - 10.1007/978-3-319-00554-6_5

DO - 10.1007/978-3-319-00554-6_5

M3 - Contribution to book/anthology

AN - SCOPUS:84880393322

SN - 9783319005539

T3 - Advances in Intelligent Systems and Computing

SP - 33

EP - 41

BT - 2nd International Workshop on Evidence-Based Technology Enhanced Learning

PB - Springer Verlag

ER -

By the same author(s)