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    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: 
    2021
    Palabra clave: 
    learning; learning systems; mobile learning; student experiments; Scopus; WOS(2)
    Revista / editorial: 
    IEEE Access
    Tipo de Ítem: 
    Articulo Revista Indexada
    URI: 
    https://reunir.unir.net/handle/123456789/11518
    DOI: 
    https://doi.org/10.1109/ACCESS.2021.3063505
    Dirección web: 
    https://ieeexplore.ieee.org/document/9367205
    Open Access
    Resumen:
    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.
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