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Exploited results

weDRAW web App for Schools' interactive whiteboard

IIT - DeAgostini - Università di Genova

weDRAW webApp is designed for primary school students who want to learn math with sounds and movements. It is a game to learn to recognize angles through movements and it is structured in four macro areas. 

More info and link to the app here: weDRAW webApp

Cartesian Garden Game

Ignition Factory

Not yet avaialble 

Librieries

Università di Genova

Not yet avaialble 

weDRAW contributed to progress beyond the state of the art along with several different directions:
  • Novel concepts and approaches

    Research in weDRAW studied the best sensory modalities for understanding specific arithmetic and geometrical concepts. Results in this direction were obtained in terms of a series of psychophysical studies. These results, integrated with the pedagogical inputs, informed design and development of technologies.

  • A novel ICT-supported paradigm to learn arithmetic and geometry

    The serious games and the activities weDRAW developed link body movement with visual and auditory feedback, taking art (namely music and drawing) as a fundamental basis to design feedback.

  • A novel unique language

    A relevant aspect in weDRAW is that its approach and technology enable the application of the same learning paradigm to typically developed and impaired children. weDRAW organized workshops to identify the best approaches to teach geometry to children with visual disability, and the prototypical activities weDRAW conceived for teaching some geometric concepts were tested with visually impaired children.

  • A novel embodied and enactive pedagogical approach

    weDRAW technologies contribute to innovative pedagogical approaches, enabling teachers to design activities meeting specific needs of their students. weDRAW focused a lot on teachers and their role. Teachers were involved in the design process of technology.

  • Novel algorithms for analysis of nonverbal affective motoric and social interaction

    The project worked on algorithms for analysis of nonverbal affective motoric interaction in the learning process. Techniques were integrated into the weDRAW libraries and platform.

  • Novel ICT tools for early dyslexic diagnosis

    research suggests that dyslexic children have a lower precision on time perception. To enable fast screening of dyslexia, an app was developed in weDRAW for assessing precision on time perception from different sensory modalities.

  • Novel ICT products and services for technology-enhanced learning

    weDRAW released a platform, three serious games, and other prototypes that represent novel ICT products and services for technology-enhanced learning (see below for details). 

weDRAW results are expected to have a direct impact on society, especially for enhancing the teaching and learning processes, for increasing educational possibilities for pupils with special (dis)abilities, and for increasing the capacity to retain pupils in the areas threatened by lack of specialized schools.

weDRAW is also expected to induce a chain of events encouraging both institutions and citizens to adopt more widely specialized ICT methods and tools into sustainable educational development models of the local and regional education systems.