Coming Together: R&D and Children's Entertainment Company in Designing APPs for Learning Early Math

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2019-01Department
PsicologíaSource
Frontiers in Psychology - 2019 Volumen: 9 Número de artículo: 2751Abstract
Information and Communication Technologies (ICT) have an increasing influence on the
way we interact, learn, and live. The increase in teaching and learning methodologies
that are mediated by ICT in the field of education and in the domestic settings
encourages the design of new effective technological tools, supported by scientific
research and development to improve student learning. The challenge psychology is
facing in the education field is to promote those technologies and make them available
to the education community. Technologies also would produce attractive items for users
and realistic commercial issues for businesses. This also allows an effective transfer
for scientific work, providing visibility to Research and Development. In this context,
the main aim of the article is to describe the process to get an agreement between
Babyradio (a children’s entertainment company: https://babyradio.es/) and our research
team, starting a collaborative work between two groups of people (Babyradio’s technical
designer and Psychologist-Engineers software designer), in order to create several
educative applications (APPs) in the field of early mathematics cognition. The institutional
framework of the relationship of the R&D project and a children’s entertainment company
is described. The article also focuses on experience in Psychology, Technological
Innovation, and Entrepreneurship. In considering the efficiency of the agreement, we
present different APPs designed for tablets and smartphone devices, adapted to the
different operating systems (IOS, Android, Windows). APPs are designed to instill
the cognitive fundamentals associated with early math learning for students aged 4
to 7 years. The study developed after this babyradio-university enterprise agreement
contributes to the development of mathematics skills in children, aged 4–7 years, so that
they can successfully meet the mathematics school requirements; it also contributes to
encouraging a more positive attitude toward mathematics. This study also suggests how
the education system and software and educational content developers’ companies
would manage verified instructional APPs, with a more realistic commercial perspective.
Subjects
APPs; early math; research transfer; spin-off; gamificationCollections
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