Grau en Disseny - 2016-2017

DIMENSIVA, mejorar la inteligencia espacial a través del videojuego

Diana Alonso

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Nombre: DIMENSIVA, mejorar la inteligencia espacial a través del videojuego

Autor: Diana Alonso

Programa: Grau en Disseny

Periodo: 2016-2017


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Project description

Spatial intelligence is the oldest means we possess to know the world: to interpret what´s around us with visual images has been a tool for communication and comprehension since prehistoric times. The abilities associated to visualspatial intelligence go from recognition to projection: mental image, spatial reasoning, handling and reproduction of internal or external images … when we create in our imagination a graphic connexion of intangible concepts, spatial intelligence gets underway, like newton visualizing the universe as a mechanism composed by different interconneted components. For the last ten years, learning processes have diversified and extended through technology, and the classical education methods have stayed away: new schools for alternative education, innovative methodologies where the student becomes the builder of his/her learning and technology comes to be the tool to ease and make it fun to acquire knowledge. Videogames and other developments like virtual reality become not only and simply a leisure, but they also offer great possibilities to enhance the way we learn. This project launches a new perspective to innovate in the field of learning strategies with the use of 3d printing technology. The fact of developping pieces for manipulating, playing or experimenting still increases the relationship between virtual world and the way we learn from it. The technologies we handle to support learning are represented on a screen, but the fact of displaying it phisically through 3d printing can really give a new perspective onto how we learn. This product is not intended to be a common videogame. It brings forward an alternative to how we develop our abilities, and more precisely the visual-spacial ability, keeping fun on and teaching through understanding and experimenting. By means of virtual and phisical puzzles, the player feels the value and performance of every space dimension. He will have to solve the videogame puzzles but to do so, he will have to play with the phisical pieces and find the answers with them to keep on playing. The division between virtual and real dilutes, and the game world proposed by the videogame jumps out from the screen to spread into the phisical world with the tools it offers. That way, puzzles could interact with real light, movement, water, … and the true challenge for the player would become the discovery of what to use in each context.

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