{"title":"Technological proposal for cognitive modeling through the solution of problems using the game La Escalera","authors":"Sneider García Holguín","doi":"10.15224/978-1-63248-164-1-01","DOIUrl":null,"url":null,"abstract":"— To carry out an analysis of cognitive modeling, an inclusive prototype should be used, that is, that allows the participation of the largest possible population, including the population with sensory disability, deaf or blind. In the Distrital Francisco José de Caldas University, the prototype of the game \"La Escalera\" is proposed, which poses a mathematical problem to be solved. This prototype consists of a board game of 8 cubes divided into two groups of 4 cubes and a board in the form of a ladder, each cube having to exchange its position with a cube of the other group respecting the rules of the game, while the game is solved, the prototype provides visual, auditory and tactile help; And in turn it collects all the movements that are made. As the user advances in the game, the data obtained from the movements made by the user with the cards will be saved in an Excel file, thus capturing the movements and errors committed by the participant. To visualize the results obtained, a graphical interface is created in the Matlab software that allows loading the Excel file generated by the prototype. In this interface all the movements made by the user in each of the different levels of the game are observed, taking into account both the movements that lead to the solution of the game and the errors that deviate from it. The repetitive movements that the user made are also expressed in this interface and visualized with different colors for each step.","PeriodicalId":242510,"journal":{"name":"Seventh International Conference on Advances in Social Science, Economics and Management Study - SEM 2018","volume":"27 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2018-10-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Seventh International Conference on Advances in Social Science, Economics and Management Study - SEM 2018","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.15224/978-1-63248-164-1-01","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
— To carry out an analysis of cognitive modeling, an inclusive prototype should be used, that is, that allows the participation of the largest possible population, including the population with sensory disability, deaf or blind. In the Distrital Francisco José de Caldas University, the prototype of the game "La Escalera" is proposed, which poses a mathematical problem to be solved. This prototype consists of a board game of 8 cubes divided into two groups of 4 cubes and a board in the form of a ladder, each cube having to exchange its position with a cube of the other group respecting the rules of the game, while the game is solved, the prototype provides visual, auditory and tactile help; And in turn it collects all the movements that are made. As the user advances in the game, the data obtained from the movements made by the user with the cards will be saved in an Excel file, thus capturing the movements and errors committed by the participant. To visualize the results obtained, a graphical interface is created in the Matlab software that allows loading the Excel file generated by the prototype. In this interface all the movements made by the user in each of the different levels of the game are observed, taking into account both the movements that lead to the solution of the game and the errors that deviate from it. The repetitive movements that the user made are also expressed in this interface and visualized with different colors for each step.
-要进行认知建模分析,应该使用一个包容性的原型,即允许尽可能多的人群参与,包括有感觉障碍的人群,聋哑人或盲人。在distriital Francisco jos de Caldas大学,提出了游戏“La Escalera”的原型,这提出了一个需要解决的数学问题。这个原型包括一个8个立方体的棋盘游戏,分为两组,每组4个立方体,还有一个梯子形式的棋盘,每个立方体必须与另一组立方体交换位置,尊重游戏规则,当游戏解决时,原型提供视觉、听觉和触觉帮助;反过来,它收集所有的动作。随着玩家在游戏中的进展,玩家使用纸牌的移动数据将被保存在Excel文件中,从而捕捉到参与者的移动和错误。为了使得到的结果可视化,在Matlab软件中创建了一个图形界面,允许加载原型生成的Excel文件。在这个界面中,用户在游戏的每个不同关卡中所做的所有动作都会被观察到,同时考虑到导致游戏解决方案的动作和偏离游戏解决方案的错误。用户所做的重复动作也在这个界面中表达出来,每一步都用不同的颜色进行可视化。