Experiences in implementing feedback in serious games with active objects in it-based educational activities
Keywords:
Serious games, active objects, tangible interaction, feedback integration, educational innovationAbstract
This paper presents the experience of the development of a research project aimed at working with IT-based serious games with active objects and analyzing the impact of the integration of feedback on these objects to enhance the cognitive processes of knowledge appropriation through the formation of skills such as logical-mathematical reasoning and computational thinking of first-year students of the Business Informatics program at the Guápiles Campus, University of Costa Rica. Serious games improve students' participation and motivate and entertain participants while learning. In addition, tangible interaction is a technology that facilitates collaborative activities, and it combines the richness of physical manipulations of contextual objects with the multimodality of the digital world. The combination of IT-based serious games can be of great value, even more so if active physical objects with the ability to act are included. The deepening of research on these three converging axes in this project, serious games, tangible interaction, and active objects with different types of feedback, is a topic of interest in Computer Science and its application in Education. Therefore, the progress and achievements obtained so far are described.
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Copyright (c) 2023 Juan Carlos Sandí-Delgado, Mainor Alberto Cruz-Alvarado

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