Lewis: An Educational Software Based on Philately

Marcella Pantarotto, Pedro Henrique Souza Tolentino, Leticia Lopes Leite
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Abstract

Philately, which can be defined as the action of collecting postage stamps, is one of the pratices that have been forgotten in brazilian culture due to the new digital medias advent. The creation of alternatives to encourage new philatelists is necessary in order to maintain this practice. A possible alternative for this situation, which is the core of this article, is the development of a game that may connect educational and philately's concepts. Developed for children between 8 and 10 years old, the authors expect that it might encourage the shaping of new philatelists. With an interdisciplinary approach and extrinsic motivations, the developed prototype received positive evaluations from experts and from the gamification framework Octalysis.
刘易斯:一个基于集邮的教育软件
集邮可以定义为收集邮票的行为,由于新的数字媒体的到来,这是在巴西文化中被遗忘的做法之一。为了保持这一惯例,有必要创造新的集邮家。对于这种情况,本文的核心内容是开发一款能够将教育和集邮概念联系起来的游戏。针对8至10岁的儿童开发,作者期望它可以鼓励塑造新的集邮家。通过跨学科方法和外在动机,开发的原型得到了专家和游戏化框架Octalysis的积极评价。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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