This work represents the evolution for educational purposes of a video game designed for the measurement of perspective taking skills. The prototype of the game from which this study started has been developed by the University of Salerno and is aimed at assessing the age at which students develop perspective-taking and mental rotation skills. The shift from the scope of measurement to that of training required the software to be capable to adaptively suggest effective strategies appropriate to the user's profile. Notwithstanding the theoretical framework and the approach to the representation of spatial reference systems, the specific educational needs have led to a complete re-design of the application and to the introduction of a semantic layer that can adaptively support user. This paper, therefore, in the first part presents the theoretical framework behind the project and briefly describes the prototype of the game aimed at measuring the perspective taking skills, and, in the second part, presents the design of a specific ontology for the educational version.

IKeWYSe – I Know What You See - An educational ontology-driven simulation game to foster perspective-taking skills

DI TORE, PIO ALFREDO;DI TORE, STEFANO;MANGIONE, Giuseppina Rita;CORONA, Felice;
2014-01-01

Abstract

This work represents the evolution for educational purposes of a video game designed for the measurement of perspective taking skills. The prototype of the game from which this study started has been developed by the University of Salerno and is aimed at assessing the age at which students develop perspective-taking and mental rotation skills. The shift from the scope of measurement to that of training required the software to be capable to adaptively suggest effective strategies appropriate to the user's profile. Notwithstanding the theoretical framework and the approach to the representation of spatial reference systems, the specific educational needs have led to a complete re-design of the application and to the introduction of a semantic layer that can adaptively support user. This paper, therefore, in the first part presents the theoretical framework behind the project and briefly describes the prototype of the game aimed at measuring the perspective taking skills, and, in the second part, presents the design of a specific ontology for the educational version.
2014
9781479963867
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11386/4580059
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