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

Michela Ponticorvo, Massimiliano Schembri, Antonio Cerrato, Orazio Miglino
<span title="">2019</span> <i title="Progedit - Progetti Editoriali srl"> <a target="_blank" rel="noopener" href="https://fatcat.wiki/container/fc7csmtttvdqdmb77kusig4q2e" style="color: black;">QWERTY - Interdisciplinary Journal of Technology, Culture and Education</a> </i> &nbsp;
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.
<span class="external-identifiers"> <a target="_blank" rel="external noopener noreferrer" href="https://doi.org/10.30557/qw000016">doi:10.30557/qw000016</a> <a target="_blank" rel="external noopener" href="https://fatcat.wiki/release/5gjrmw3whnahjgqn4owymwccc4">fatcat:5gjrmw3whnahjgqn4owymwccc4</a> </span>
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