Abstract

The perspective-taking skills require the ability to manipulate spatial reference systems and are the basis of the empathetic process. Empathy, in its relations with space representation and manipulation of spatial reference systems, is the investigation subject of this work, whose aim is the design of a videogame aimed at the measurement of the player's perspective taking skills. The idea of creating a video game on perspective taking is based on a classic Piagetian task, the three mountains problem, object of recent attention by the Italian scientific community that is involved in research in education. The current stage of the project has produced a video game, now in alpha testing release. The article discusses the software theoretical framework (spatial theory of empathy), describes the choices made in the design stage and comment on first results obtained during the alpha testing.

Highlights

  • The aim of this article is to provide advance notice of an ongoing research, introducing the theoretical framework underlying the design of a video game aimed at measuring perspective taking skills

  • The theoretical framework is based on a welldefined position: Having said that there are as many definitions of "empathy" as many researchers in various domains have dealt with the topic [2], here we choose a precise meaning, the spatial theory of empathy, developed by Alain Berthoz

  • The aim of the study was the production of an instrument capable of measuring the skill of perspective taking

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Summary

Introduction

The aim of this article is to provide advance notice of an ongoing research, introducing the theoretical framework underlying the design of a video game aimed at measuring perspective taking skills.The study aims to offer a perspective on the relationship between space and education, on the assumption, developed by Alain Berthoz, that mental tools developed during evolution in order to solve the problems posed by the advancement in space have been used for higher cognitive functions: memory and reasoning, relationship with the other and creativity [1].the goal of the project presented below is the definition of an instrument that allows to investigate the perspectives of the actors of the teaching-learning process.The instrument being developed is an interactive 3D environment that allows the manipulation of points of view.The perspective-taking skill, or, literally, the ability to take the perspective of others, requires the ability to manipulate spatial reference systems and is the basis of the empathetic process. The aim of this article is to provide advance notice of an ongoing research, introducing the theoretical framework underlying the design of a video game aimed at measuring perspective taking skills. The goal of the project presented below is the definition of an instrument that allows to investigate the perspectives of the actors of the teaching-learning process. The perspective-taking skill, or, literally, the ability to take the perspective of others, requires the ability to manipulate spatial reference systems and is the basis of the empathetic process. The theoretical framework is based on a welldefined position: Having said that there are as many definitions of "empathy" as many researchers in various domains have dealt with the topic [2], here we choose a precise meaning, the spatial theory of empathy, developed by Alain Berthoz

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