A classic game in modern time inside educational context
DOI:
https://doi.org/10.47756/aihc.y5i1.72Palabras clave:
Gamification, User-Centered Design, Usability, Education toolsResumen
Many educational strategies based on using games have been part of the teacher toolset for a long time. Within the teaching profession in Mexico it is a common practice to use traditional games and use them as part of the academic materials created by the teachers themselves (Mexican lottery, bingo, cards, etc.), in order to boost the engagement of the students into the learning process. Also, usage of smartphones by students has increased significantly, and therefore the potential of allowing educators to design their own digital games to teach something in particular. In this article we show the design, creation and personalization of a classical board game known as “memorama” to be used in a digital manner. The main idea is that a user (i.e. teacher) will define pairs of cards (question and answer) and these will form the deck of digital cards of the game. This game has potentially a high impact because it is customizable nature. This work was partially presented in XII Congreso de la Mujer en la Ciencia in poster track.
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Derechos de autor 2020 Leonardo Saucedo, Karina Figueroa, Cuauhtémoc Rivera-Loaiza
Esta obra está bajo una licencia internacional Creative Commons Atribución-NoComercial-SinDerivadas 4.0.
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