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Gamified Tangible IoT for Education: Exploring Usability in SmartGame

Published: 03 June 2024 Publication History

Abstract

Gamification and tangible user interfaces have been shown to enhance pupils’ engagement and their learning experiences. This study presents an evaluation of a simple gamified version of a tangible Internet of Things device (SMARTER) to support math learning. Twenty-one elementary school children participated in a workshop, interacting with the system and providing feedback. Results indicate good usability and a positive attitude toward the system. Children generally liked all the aspects, although the focus on mathematics was slightly lower appreciated. The study highlights the potential of integrating tangible user interfaces and gamified systems to enhance pupils’ engagement in education.

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      cover image ACM Other conferences
      AVI '24: Proceedings of the 2024 International Conference on Advanced Visual Interfaces
      June 2024
      578 pages
      ISBN:9798400717642
      DOI:10.1145/3656650
      Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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      Association for Computing Machinery

      New York, NY, United States

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      Published: 03 June 2024

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      Author Tags

      1. Gamification
      2. Internet of Things
      3. Phygital
      4. Tangible

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      AVI '24 Paper Acceptance Rate 21 of 82 submissions, 26%;
      Overall Acceptance Rate 128 of 490 submissions, 26%

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