The SmartGame: mixing digital and tangible to foster math education and social interaction

Author:

Gini Federica1ORCID,Andrao Margherita1ORCID,Marconi Annapaola2ORCID

Affiliation:

1. Department of Psychology and Cognitive Science (DiPSCo), University of Trento, Italy and Fondazione Bruno Kessler, Italy

2. Fondazione Bruno Kessler, Italy

Publisher

ACM

Reference49 articles.

1. Mostafa Al-Emran Sohail Iqbal Malik and Mohammed N Al-Kabi. 2020. A survey of Internet of Things (IoT) in education: Opportunities and challenges. Toward social internet of things (SIoT): Enabling technologies architectures and applications: Emerging technologies for connected and smart social objects (2020) 197–209. Mostafa Al-Emran Sohail Iqbal Malik and Mohammed N Al-Kabi. 2020. A survey of Internet of Things (IoT) in education: Opportunities and challenges. Toward social internet of things (SIoT): Enabling technologies architectures and applications: Emerging technologies for connected and smart social objects (2020) 197–209.

2. Waleed Mugahe Al-Rahmi and Mohd Shahizan Othman . 2013. Evaluating student’s satisfaction of using social media through collaborative learning in higher education . International Journal of advances in engineering & technology 6, 4 ( 2013 ), 1541. Waleed Mugahe Al-Rahmi and Mohd Shahizan Othman. 2013. Evaluating student’s satisfaction of using social media through collaborative learning in higher education. International Journal of advances in engineering & technology 6, 4 (2013), 1541.

3. End-User Programming and Math Teachers: an Initial Study

4. SMARTER: an IoT learning game to teach math

5. Improvised use of a digital tool for social interaction in a Norwegian care facility during the COVID-19 pandemic: an exploratory study;Badawy Abeer;BMC Health Services Research,2022

Cited by 2 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. RuleCraft: an End-User Development Hub for Education;Proceedings of the 2024 International Conference on Advanced Visual Interfaces;2024-06-03

2. Gamified Tangible IoT for Education: Exploring Usability in SmartGame;Proceedings of the 2024 International Conference on Advanced Visual Interfaces;2024-06-03

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