Exploración del efecto de la interacción con un dispositivo mecatrónico con capacidad de expresión emocional durante la solución del juego matemático la escalera
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This document explores the impact of a tool with emotional expression capabilities on students as the engage in solving mathematical game 'La Escalera'. To understand this effect, different concepts related to emotions have been explored: (Bonarini, 2016), problem-solving schemas (Marshall, 1995), learning trajectories (Clements and Sarama, 2004), and the design of a feedback-enhanced tool. The development of this tool starts with its modeling, the integration of electronic components and algorithms on Arduino and MATLAB platforms. The Arduino algorithm controls the electronic elements, simulating the game "La Escalera", and registers the movements done by a student as data. Additionally, the MATLAB algorithm processes the data collected by Arduino to generate a graph representing the problem's field and the student's learning trajectory. This integral approach allows a detailed understanding of a possible emotional and cognitive impact the tool may generate in students when facing mathematical problem-solving.