AtoZ: Novas Práticas em Informação e Conhecimento (Mar 2014)

Puzzlemote: Videojuego controlado con el mando de la WII para niños de 6 a 10 años

  • Marcelo Daniel Torres Vinueza,
  • Walter Fuertes,
  • César Xavier Villacís Silva,
  • Margarita Elizabeth Zambrano Rivera,
  • Carlos Teiron Prócel Silva

DOI
https://doi.org/10.5380/atoz.v2i2.41324
Journal volume & issue
Vol. 2, no. 2
pp. 94 – 105

Abstract

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Introduction: Educational video games help to create meaningful learning situations for discovery, which may bring problem-solving skills and decision making. This research presents the design, implementation and evaluation of a game-based educational software called "Puzzlemote" aimed at children from 6-10 years. Method: It was used the Hypermedia Design Methodology Object Oriented (OOHDM) to create a fun and interactive environment, and Artificial Intelligence (AI) that promotes logical thinking and complex problem solving. The algorithm used is based on reasoning techniques that implemented forward and backward features to scramble the puzzle so set it in order, which differs this approach from similar others, where it is common to use the A* algorithm . For its implementation it was employed the Wii Remote (Wiimote) controls, bearing in mind that the user could have a richer experience with the software connected to this device during the game time. Results: The results show that this program improves the understanding and the logical reasoning demanded to problem solving, especially the puzzle known as n- puzzle, for children who were in the primary stage of education. Conclusions: It was found that the combination of reasoning techniques using the computer graph helps to disassemble and assemble the puzzle when valid moves were made, memorizing the initial movements and rebuilding these movements by reversing a linked list. As future work is proposed to develop this game for mobile devices and 3D platform gaming consoles such as Play Station, Nintendo and X -Box. It is also planned to go beyond with this kind of application, providing an approach for elderly people due to the memory training which could prevent the development of Alzheimer's Syndrome.

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