Arquitectura para expresión emocional de artefactos en contextos de aprendizaje
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Through this thesis work, we aim to conduct an analysis of the impact that an architecture of emotional expression can have on a person under educational conditions. Such architecture was designed taking into account the Kort quadrant model. In this way, models were constructed that allow interaction with a person. The architecture was applied in the Towers of Hanoi game, which exhibits characteristics of a problem-solving activity. Finally, semi-experimental tests were conducted with ninth-grade students, which provide results to establish an analysis based on hypothesis testing. These results demonstrated that the device allows for greater efficiency in completing the activity and better efficiency in the number of movements performed. However, there was no evidence of improved efficiency in the total development time of the game or in the time it takes each participant to make each movement.