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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Universidad Rey Juan Carlos
2017-02-01
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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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