TY - GEN
T1 - Enhancing Spatial-Temporal Orientation Skills through a Psychoeducational Serious Game
AU - Santórum, Marco
AU - Carrión-Toro, Mayra
AU - Yánez, David
AU - Maldonado-Garcés, Verónica
AU - Galindo, Julián
AU - Acosta-Vargas, Patricia
N1 - Publisher Copyright:
© 2023 IEEE.
PY - 2023
Y1 - 2023
N2 - This paper presents the development of a gamifìed application to enhance spatial-temporal orientation cognitive skills in children aged 3 to 5 years. The initial phase involved determining the specific needs of this age group, which established the scope and motivated the development of our serious game. The application utilized the iPlus methodology and the Scrum framework to ensure an effective and iterative development process. By employing the iPlus methodology, requirements were gathered, and collaborative design activities were conducted. The Scrum framework facilitated agile project management, enabling the development of a serious game comprising five engaging minigames, each designed to target specific cognitive skills. The application also includes features for progress tracking and personalized learning experiences. The successful implementation of the game highlights the effectiveness of combining the iPlus methodology and Scrum framework in developing gamifìed educational applications.
AB - This paper presents the development of a gamifìed application to enhance spatial-temporal orientation cognitive skills in children aged 3 to 5 years. The initial phase involved determining the specific needs of this age group, which established the scope and motivated the development of our serious game. The application utilized the iPlus methodology and the Scrum framework to ensure an effective and iterative development process. By employing the iPlus methodology, requirements were gathered, and collaborative design activities were conducted. The Scrum framework facilitated agile project management, enabling the development of a serious game comprising five engaging minigames, each designed to target specific cognitive skills. The application also includes features for progress tracking and personalized learning experiences. The successful implementation of the game highlights the effectiveness of combining the iPlus methodology and Scrum framework in developing gamifìed educational applications.
KW - education
KW - iPlus
KW - orientation skills
KW - serious game
KW - serum
UR - https://www.scopus.com/pages/publications/85200761188
U2 - 10.1109/ICI2ST62251.2023.00020
DO - 10.1109/ICI2ST62251.2023.00020
M3 - Conference contribution
AN - SCOPUS:85200761188
T3 - Proceedings - 2023 4th International Conference on Information Systems and Software Technologies, ICI2ST 2023
SP - 89
EP - 96
BT - Proceedings - 2023 4th International Conference on Information Systems and Software Technologies, ICI2ST 2023
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 4th International Conference on Information Systems and Software Technologies, ICI2ST 2023
Y2 - 22 November 2023 through 24 November 2023
ER -