Gamified Tangible IoT for Education: Exploring Usability in SmartGame
Author:
Affiliation:
1. University of Trento, Italy and Fondazione Bruno Kessler, Italy
2. University of Trento, Italy
3. Fondazione Bruno Kessler, Italy
Publisher
ACM
Link
https://dl.acm.org/doi/pdf/10.1145/3656650.3656713
Reference28 articles.
1. From Non-symbolic to Symbolic Proportions and Back: A Cuisenaire Rod Proportional Reasoning Intervention Enhances Continuous Proportional Reasoning Skills
2. 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.
3. BlackBlocks
4. Margherita Andrao, Alessandro Cappelletti, Giuseppe Desolda, Francesco Greco, Barabara Treccani, and Massimo Zancanaro. 2023. SMARTER Than Before: Empowering Teachers to Program a Modular IoT Educational Device. In Workshops, Work in Progress, Demos and Doctoral Consortium at IS-EUD.
5. SMARTER: an IoT learning game to teach math
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