Turning Your Book into a Game: Improving Motivation through Tangible Interaction and Diegetic ...
summary
Prototype uses a phone to scan a paper workbook, spawns animals that ask math questions, and lets children steer them either by screen-touch vs tangible controls (turning and lifting the book to change direction and speed) or by collecting creatures on a diegetic progress map; study with 32 children aged 7–8 finds diegetic feedback yields significantly higher enjoyment, competence and autonomy while interaction mode does not change motivation and accuracy on exercises remains unchanged.
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