Abstract
This work presents an adaptation of an educational Exergame aimed for cognitive stimulation to mobile platforms, specifically Tablets. The educational Exergame “The Incredible Adventures of Apollo and Rosetta in the Space (As Incríveis Aventuras de Apollo e Rosetta no Espaço)” was developed and applied in an intervention with children in the range from 6 to 10 years old in the school context, presented in previous work. This paper proposes a combination of end user-centric techniques for adapting an Exergame aimed for Executive Functions stimulation into mobile platforms. The methodology uses three distinct techniques in the process of the game adaptation: (1) evolutionary model of software development aimed for games; (2) non-participant observation on game applications with voluntary subjects; and (3) semi-structured interview with the subjects. This methodology allows the project’s development team to constantly evaluate the game through prototypes and user tests with voluntary subjects, guaranteeing a continuous process of improvement and polishment of the game. As the results indicate, this end-user centric development enables an effective portability process of the game between different platforms.
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Acknowledgments
We thank the National Council for Scientific and Technological Development – CNPq/Brazil (http://www.cnpq.br) and National Council for the Improvement of Higher Education – CAPES (http://www.capes.gov.br/) for providing financial support for this study. Finally, we would like to thank Feevale University (http://www.feevale.br) for embracing this research.
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Barbosa, D.N.F., Barbosa, J.L.V., Mossmann, J.B., de Cerqueira, B.B., Postai, L.S. (2018). Adaptation of an Educational Exergame to Mobile Platforms: A Development Process. In: Uden, L., Liberona, D., Ristvej, J. (eds) Learning Technology for Education Challenges. LTEC 2018. Communications in Computer and Information Science, vol 870. Springer, Cham. https://doi.org/10.1007/978-3-319-95522-3_24
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