Comparison of a Tablet Versus Computer-Based Classical Theatre Game Among 8–13 Year Children
Autor:
Romero-Hernández, Alejandro
; Gonzalez-Riojo, Manuel
; Sagredo-Olivenza, Ismael
; Manero, Borja
Fecha:
2021Palabra clave:
Revista / editorial:
IEEE AccessTipo de Ítem:
Articulo Revista IndexadaDirección web:
https://ieeexplore.ieee.org/document/9367205Resumen:
In the last ten years, many studies have shown the advantages of videogames as tools for learning, engagement, raising awareness, or increasing interest in different fields. Schools are often the main focus of those studies. However, schools have either PCs or tablets in their classrooms, but rarely have both. That represents a severe limitation to videogame researchers since they can only deploy their video games in schools with the adequate platform for their video games. Researchers are therefore restricted in the number of schools in which they can conduct their experiments. In this paper, we study a videogame's effectiveness in increasing interest towards classical theatre, depending on the platform deployed (computer or mobile device). To that aim, we used 'The Courtesy of Spain,' a point-and-click videogame created explicitly for this study, based on the play of the same name by Golden Age playwright Lope de Vega. To measure the abovementioned effectiveness, we implemented a quasi-experimental design with a comparison and an experimental group. The experiment involved 542 students between 8 and 13 years old from several middle schools in Madrid's Community (Spain). The study indicates that the videogame developed is equally effective on both devices (Sig <0.05). Our results will allow serious game developers to design one-fits-all games without jeopardizing their efficiency, which broadens the target schools where their games can be tested.
Este ítem aparece en la(s) siguiente(s) colección(es)
Estadísticas de uso
Año |
2012 |
2013 |
2014 |
2015 |
2016 |
2017 |
2018 |
2019 |
2020 |
2021 |
2022 |
2023 |
2024 |
Vistas |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
35 |
40 |
39 |
13 |
Descargas |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
Ítems relacionados
Mostrando ítems relacionados por Título, autor o materia.
-
Computer Entertainment Technologies for the Visually Impaired: An Overview
López Ibáñez, Manuel; Romero-Hernández, Alejandro; Manero, Borja; Guijarro, María (International Journal of Interactive Multimedia and Artificial Intelligence (IJIMAI), 06/2022)Over the last years, works related to accessible technologies have increased both in number and in quality. This work presents a series of articles which explore different trends in the field of accessible video games for ... -
I Congreso Español de Videojuegos 2022
González Calero, Pedro Antonio; Gómez Martín, Marco Antonio; Gómez Martín, Pedro Pablo; Gutiérrez Manjón, Sergio; Gutiérrez Sánchez, Pablo; Peinado, Federico; Sánchez-Ruiz Granados, Antonio; Barbancho, Isabel; Blanco Bueno, Carlos; Botella Nicolás, Ana María; Chover, Miguel; Díaz Álvarez, Josefa; Echeverría, Jorge; Fernández Leiva, Antonio J.; Fernández Ruiz, Marta; Gallego-Durán, Francisco; García Sánchez, Pablo; Gutiérrez Vela, Francisco L; Lara-Cabrera, Raúl; León, Carlos; Moreno, Jorge L.; Lozano Muñoz, Alejandro; Mayor, Jesús; Medina Medina, Nuria; Mejías-Climent, Laura; Mora, Antonio M; Munarriz, Jaime; Patow, Gustavo A.; Sagredo-Olivenza, Ismael; Salinas, María-José; Sanchez I. Peris, Francesc Josep; Sánchez-Ruiz, Antonio A; Shliakhovchuk, Elena; Tejada, Jesus (CEUR Workshop Proceedings, 2022){Resumen no disponible] -
The Family Context in Cybervictimization: A Systematic Review and Meta-Analysis
Lozano-Blasco, Raquel; Barreiro-Collazo, Alejandra; Romero-Gonzalez, Borja; Soto-Sanchez, Alberto (Trauma, Violence, and Abuse, 2023)The use of Information and Communication Technologies is clearly widespread among adolescents from a young age. Although it poses a significant contribution at the academic, social, and emotional levels, it can also involve ...