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.

SMARTER: an IoT learning game to teach math

Andrao, M.;Zancanaro, M.
2022-01-01

Abstract

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.
2022
9781450397193
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11582/342031
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