Propuesta Tecnológica para el Modelado Cognitivo Mediante Solución de Problemas Utilizando el Juego “La Escalera"
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Various investigations have been carried out on the existence of a relationship between children's learning and the emotions that are being experienced in this process, evidencing that learning is affected by emotions; But as presented in this document, this type of research does not use much technology, limited to leaving everything in the hands of experts in the issues to be evaluated, causing the process of obtaining information is tedious and scarce. The research groups GIIPLyM, DIGITI and the project ACACIA of the UDFJC propose the prototype of the game "La Escalera" which poses a mathematical problem to be solved, it consists of a set of 8 cubes of 2 different colors, which have to be exchanged position respecting the rules of the game, during the development of the game, the prototype provides visual, auditory and tactile help; and in turn gathers all the movements that are made, in addition to having a synchronization with Affectiva software, which collects the information related to the emotional state of the user at the time of playing. All this data is stored in Excel documents to later perform the respective analysis. As a result the complete functioning of the prototype is satisfactory fulfilling its fundamental functions, helping the user with the feedback systems and collecting all their emotional and cognitive data at the time of playing, which are stored in the database created.
