2019
DOI: 10.30557/qw000016
|View full text |Cite
|
Sign up to set email alerts
|

Playing hybrid cards as an assessment tool for cognitive and emotional dimensions

Abstract: Playing cards is an entertainment activity that can exploited to build gamebased application to train and assess different aspects of cognition. In this paper we describe how this approach can be applied to the assessment of numerical cognition, with the description of Baldo, a suite of physical and digital card-games, strongly based on scientific theories of numerical cognition.

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1

Citation Types

0
1
0

Year Published

2021
2021
2021
2021

Publication Types

Select...
1

Relationship

1
0

Authors

Journals

citations
Cited by 1 publication
(1 citation statement)
references
References 26 publications
(26 reference statements)
0
1
0
Order By: Relevance
“…Many recent studies indicate that game-based learning (GBL) can be effectively applied to the improvement of numerical cognition, as it has some relevant features that are particularly useful for this goal. Playing games implies learning as the players are forced to deal with goals, rules, adaptation, problem solving, interaction, that are often proposed to the learner in the form of a story (Dell'Aquila et al, 2016;Ponticorvo et al, 2017;Ponticorvo, Schembri, et al, 2019). What is relevant for numerical cognition is that games are able to offer enjoyment, involvement, motivation, creativity and social interaction while conveying some useful information or content (Tobias et al, 2014).…”
Section: The Theoretical Base Of Baldomentioning
confidence: 99%
“…Many recent studies indicate that game-based learning (GBL) can be effectively applied to the improvement of numerical cognition, as it has some relevant features that are particularly useful for this goal. Playing games implies learning as the players are forced to deal with goals, rules, adaptation, problem solving, interaction, that are often proposed to the learner in the form of a story (Dell'Aquila et al, 2016;Ponticorvo et al, 2017;Ponticorvo, Schembri, et al, 2019). What is relevant for numerical cognition is that games are able to offer enjoyment, involvement, motivation, creativity and social interaction while conveying some useful information or content (Tobias et al, 2014).…”
Section: The Theoretical Base Of Baldomentioning
confidence: 99%