更聪明:教数学的物联网学习游戏

Margherita Andrao, Giuseppe Desolda, Francesco Greco, Ren Manfredi, B. Treccani, M. Zancanaro
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引用次数: 5

摘要

在本文中,我们介绍了smart的初步实施,这是一个支持儿童学习数学基础知识的有形工具,它的灵感来自于Cuisenaire棒。该工具利用了物理材料提供的有形操纵的力量,以及数字工具提供的上下文和引人入胜的反馈的可能性。smart工具最初的一个重要目标是,通过利用终端用户的发展,让教师能够完全定制使用体验。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
SMARTER: an IoT learning game to teach math
In this paper, we present the preliminary implementation of SMARTER, a tangible tool for supporting children in learning the basics of mathematics, which has been loosely inspired by the Cuisenaire rods. The tool exploits the power of tangible manipulation offered by physical materials coupled with the possibility of providing contextual and engaging feedback provided by digital tools. An original and important goal of the SMARTER tool is to allow teachers to fully customize the experience of use by exploiting end-user development.
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