Currently, there is a generation of children that tend to be exposed from a very early age to digital media, especially in the most economically and culturally developed societies. Thus, it is necessary to think about ways in which technology can contribute to learning, namely by seeking to converge the recreational component with the educational while preventing or suppressing potential dangers. This study aimed at extending the Mobeybou pedagogical materials, i.e., a Digital Manipulative for storytelling, and a set of interactive story applications, thus integrating the easy access that children have to technologies and the positive characteristics of games. In this context, here we present a descriptive case study of the design process of the interface for a game to be integrated into the Mobeybou in Brazil story app. The game interface is intended to reinforce the knowledge conveyed through the reading of the story app, therefore contributing to the development of language skills, creativity, and digital literacy. The game interface should be easy and intuitive to use, its development followed a design thinking methodology. A pilot test carried out with a group of five children aged between 8 and 9 years-old revealed very encouraging results, showing that the game interface was easy to use and engaged children with the story content.
CITATION STYLE
Fernandes, R., Sylla, C., Martins, N., & Gil, M. (2023). How Design and Technology Can Contribute to Learning: The Mobeybou in Brazil Educational Game Case Study. In Springer Series in Design and Innovation (Vol. 24, pp. 195–210). Springer Nature. https://doi.org/10.1007/978-3-031-06809-6_13
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