Examinando por Materia "Juegos educativos - Automatización"
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Ítem Diseño de un prototipo electromecánico de las Torres de Hanói, como instrumento de agentividad en procesos de aprendizajeAcosta Mora, Andrés Ricardo; Páez Rodríguez, Jhon JairoThe relationship between tools and subjects has been widely studied in education. The tools are considered systems of representation that contribute to learning. The new technological possibilities allow the development of tools with capacities to monitor the learning process. That a tool has the ability to follow up opens possibilities for teachers to better recognize their students and for students to also have a better recognition of their learning process. This article introduces a new version of the Towers of Hanoi game. The new version allows tracking of user movements and provides visual, auditory and haptic feedback. For the above, the device uses Arduino boards, infrared sensors, bluetooth communication, LEDs and vibrators. The device was tested with children between the ages of five and six. The feedback offered by the prototype contributes in a better trajectory for the solution of the problem. The exploration of the design of tools with the capacity to recognize the actions of the subject contributes to the decision-making of teachers and learners during the teaching-learning process.Ítem Tecnología y educación matemática: construcción de una trayectoria hipotética de aprendizaje en el juego de las Torres de HanóiCobos Caicedo, Juan Camilo; Páez Rodríguez, Jhon JairoThis document presents the analysis of learning trajectories during the solution of the Tower of Hanoi game. The concept of learning trajectories was proposed by Simon M. to describe the path that a subject follows during the solution of a problem (Simon, 1995). Investigating learning trajectories is helpful because it enables better decisions to be made during the scaffolding process. In addition, it allows students to have a better knowledge about learning. To investigate learning trajectories, a coherent categorization system was developed to identify the routes and game strategies used by several players and the keys to thinking enunciated by 6 players. The Tower of Hanoi game was also implemented on the web. To establish game patterns, an algorithm was implemented in Matlab. The algorithm in Matlab filters the data, generates the graph that represents the space of the game problem and on each node it assigns the value of the absolute frequency of the movements of all the players. The result of the algorithm is a heat map that allowed establishing four hypotheses and four levels of development along with two general processes that are described in the work methodology.