The Design and Testing of Didactic Applications for Mobile Devices: the Metacube as an Example of Applied Research

Abstract: We present a case of designing a conceptual transformation process and of applied research. We have moved from the design and discussion of the Metacube concept to its conversion into a software whose results can be applied to information management in many fields, and in fact has already...

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Main Authors: Josep Maria Blanco Pont, Josep A. Esteve
Format: Article
Language:English
Published: Universidad Rey Juan Carlos 2017-02-01
Series:Index Comunicación
Subjects:
Online Access:http://journals.sfu.ca/indexcomunicacion/index.php/indexcomunicacion/article/view/268
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spelling doaj-efe37c3d510f4e2bbad78c747f212d722020-11-24T21:41:38ZengUniversidad Rey Juan CarlosIndex Comunicación 2444-32392174-18592017-02-01711144180The Design and Testing of Didactic Applications for Mobile Devices: the Metacube as an Example of Applied ResearchJosep Maria Blanco Pont0Josep A. Esteve1Universidad Autónoma de BarcelonaUniversidad Autónoma de BarcelonaAbstract: We present a case of designing a conceptual transformation process and of applied research. We have moved from the design and discussion of the Metacube concept to its conversion into a software whose results can be applied to information management in many fields, and in fact has already found one of its conversions or mutations in applications and educational games for tablets as the Zong-Ji Kids, which stimulate mental work in children aged 6 to 9 years. The game underwent in 2012 to a process of observational testing in a laboratory with 80 children, aged 5 to 13 years. The results indicate that the symbolic simplification of the elements of design and an easily understandable interface help to understand the application and assimilation of concepts linked with the learning and reinforcement of calculation and geometric concepts. Some of them are addition and subtraction or positive, negative, increment, decrease, increasing or decreasing rotation, contiguous and opposing facets and representation of a polygon with different levels of complexity. Five years later, the big data analysis of the online application show that the design decisions made were appropriate.http://journals.sfu.ca/indexcomunicacion/index.php/indexcomunicacion/article/view/268investigación aplicadajuegos matemáticos para tabletstesteo de aplicaciones con niñosconcepto Metacubo
collection DOAJ
language English
format Article
sources DOAJ
author Josep Maria Blanco Pont
Josep A. Esteve
spellingShingle Josep Maria Blanco Pont
Josep A. Esteve
The Design and Testing of Didactic Applications for Mobile Devices: the Metacube as an Example of Applied Research
Index Comunicación
investigación aplicada
juegos matemáticos para tablets
testeo de aplicaciones con niños
concepto Metacubo
author_facet Josep Maria Blanco Pont
Josep A. Esteve
author_sort Josep Maria Blanco Pont
title The Design and Testing of Didactic Applications for Mobile Devices: the Metacube as an Example of Applied Research
title_short The Design and Testing of Didactic Applications for Mobile Devices: the Metacube as an Example of Applied Research
title_full The Design and Testing of Didactic Applications for Mobile Devices: the Metacube as an Example of Applied Research
title_fullStr The Design and Testing of Didactic Applications for Mobile Devices: the Metacube as an Example of Applied Research
title_full_unstemmed The Design and Testing of Didactic Applications for Mobile Devices: the Metacube as an Example of Applied Research
title_sort design and testing of didactic applications for mobile devices: the metacube as an example of applied research
publisher Universidad Rey Juan Carlos
series Index Comunicación
issn 2444-3239
2174-1859
publishDate 2017-02-01
description Abstract: We present a case of designing a conceptual transformation process and of applied research. We have moved from the design and discussion of the Metacube concept to its conversion into a software whose results can be applied to information management in many fields, and in fact has already found one of its conversions or mutations in applications and educational games for tablets as the Zong-Ji Kids, which stimulate mental work in children aged 6 to 9 years. The game underwent in 2012 to a process of observational testing in a laboratory with 80 children, aged 5 to 13 years. The results indicate that the symbolic simplification of the elements of design and an easily understandable interface help to understand the application and assimilation of concepts linked with the learning and reinforcement of calculation and geometric concepts. Some of them are addition and subtraction or positive, negative, increment, decrease, increasing or decreasing rotation, contiguous and opposing facets and representation of a polygon with different levels of complexity. Five years later, the big data analysis of the online application show that the design decisions made were appropriate.
topic investigación aplicada
juegos matemáticos para tablets
testeo de aplicaciones con niños
concepto Metacubo
url http://journals.sfu.ca/indexcomunicacion/index.php/indexcomunicacion/article/view/268
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