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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Diligo 2.0: a game to assess geometric and emotional competences in preschoolers</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Federico Diano</string-name>
          <email>fdrdiano@gmail.com</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Eliana Brunetti</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Alessia Rosa</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Indire</institution>
          ,
          <addr-line>via M. Buonarroti 10 - 50122 Florence</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>University of Naples Federico II, Department of Humanities, Natural and Artificial Cognition Lab (NAC)</institution>
          ,
          <addr-line>80133, Naples</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>University of Naples Federico II, Department of Humanities</institution>
          ,
          <addr-line>Via Porta di massa 1, 80133 Naples</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Transition from kindergarten to primary school is a turning point in children's life; as one of the most complex challenges in a child's life, it needs to be faced with a set of skills that can be trained in early childhood. Diligo 2.0 is a serious game developed on STELT platform, built up adopting an Agent-Based Model approach. It is a monitoring tool to assess, in 5-years-olds, the emotional competence and the geometric and numerical thinking: two of the competences useful to children accessing primary school. The tool also assesses the children's attitude to engage in slow or fast thinking activities. The assessment can be both normative and ipsative: when normative, it is based on inter-individual comparisons; when ipsative, it becomes an intra-individual assessment.</p>
      </abstract>
      <kwd-group>
        <kwd>Serious Game</kwd>
        <kwd>Agent-Based Model</kwd>
        <kwd>Emotional Competence</kwd>
        <kwd>Geometrical competence</kwd>
        <kwd>School Readiness</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        Children's transition from kindergarten to primary school is not a single event, but it
can be defined as a complex and long process [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] which has a consistent impact on
their future academic success and personality configuration [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. Recent studies define
the concept of School Readiness as a set of specific characteristics and skills through
which children become able to learn in school [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. Beside the pre-academic skills of
literacy, communication and mathematics, several soft skills have been individuated as
a part of early childhood development outcomes fundamental to the School Readiness
[
        <xref ref-type="bibr" rid="ref5 ref7 ref9">5, 7, 9</xref>
        ]. In 2012, Italian National Guidelines for Kindergarten, issued by the Italian
Ministry of Education, recognized those skills and competences as essential
achievements for the 6-years-olds to face their transition to primary school; however, their
teaching is not always included in the national curriculum.
      </p>
      <p>
        Diligo 2.0 is a normative and ipsative monitoring tool to assess in 5-years-olds two
of the skills part of School Readiness concept, such as the emotional competence and
the geometric and numerical thinking, and the psychological and behavioral attitude to
engage in slow/fast thinking activities. [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]
      </p>
      <p>
        In particular, this tool lets teachers and parents assess the specific components of
each competence considered. On the side of the emotional competence, there are:
awareness of the emotions, use and comprehension of emotion-related vocabulary,
recognition of facial expressions and their link to the emotions, comprehension of the
situations that elicit emotions, knowledge of the cultural rules for displaying emotion
and regulation and management of one’s own and others emotions [
        <xref ref-type="bibr" rid="ref15 ref18 ref3 ref6">3, 6, 15, 18</xref>
        ]. On
the side of the geometric and numerical thinking, the components are: knowledge of
the geometrical figures, acquisition of big and small concepts, recognition of number
representation, spatial concepts of in-out and up-down, temporal order in terms of
before and after, spatial directions left and right. [
        <xref ref-type="bibr" rid="ref14 ref4">4, 14</xref>
        ]
      </p>
      <p>
        The third dimension considered by the tool is the behavioral attitude of fast/slow
thinking; it changes depending on motivation, emotions, environments, situations, etc.
Kahneman [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] describes the human mind as the product of two thinking systems
interaction: "System 1", fast, automatic, unconscious, emotional and "System 2", slow,
logical, conscious, effortful. The two systems interact with each other and System 2,
after a long training, can be able to modify and supervisor all the fast thinking activities.
In our fast and interactive society would be helpful to support and motivate children in
school to choose slowness, training them in monitored slow thinking activities. [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]
2
      </p>
    </sec>
    <sec id="sec-2">
      <title>Prototype description</title>
      <p>
        Diligo 2.0 is a serious game developed on STELT platform, Smart Technologies to
Enhance Learning and Teaching [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ], and will be available on Android devices.
It is a monitoring tool to assess, in 5-years-olds, the emotional competence, the
geometric and numerical thinking and the psychological and behavioral attitude to engage
in slow/fast thinking activities.
      </p>
      <p>The assessment can be both normative and ipsative: when normative, it is based on
inter-individual comparisons; when ipsative, it becomes an intra-individual assessment,
useful to highlight personal strengths and weakness of the single child, while tracing
his/her dynamic developmental profile.</p>
      <p>
        Diligo 2.0 is expressed through a narrative metaphor, and that’s one of its strengths:
narratives are a pervasive feature of human cultural products [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] and they become
frequent and early experiences in children life, in the form of dialogues, stories,
biographies [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]. Actually, adults use narrative to introduce the world to the child: it is the
primary and most familiar tool the child has to gradually comprehend reality [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ].
      </p>
      <p>As the child access into the test section from the app homepage, s/he is introduced
to the narrative framework of the game and its main character, Leo the Explorer: the
child is actively involved to help Leo, facing several tests. The game is structured in
eight different sections: when the child chooses the one s/he wants to play in, s/he has
the opportunity to select a fast or slow mode. The only difference between the slow
mode game and the fast one is a major presence of narrative introductions to each test
in the first one. Every test is a question Leo the Explorer asks to the child and s/he can
answer simply touching specific graphic elements on the device display.</p>
      <p>The game path is predetermined, to ensure the test validity and not affect the
assessment. At the end, when the game session is concluded, a brief report is available with
the assessment of all the skills and competences evaluated during the test. The scoring
is the same for the slow and fast mode: 1 point for every correct answer and 0 point for
every wrong one.</p>
      <p>To create an ipsative profile of a child, when s/he starts again a new game session,
Leo the Explorer recognizes the player and lets the supervisor choose to repeat the
same old items or get new alternative ones.</p>
      <p>Diligo 2.0 has been built up adopting an Agent-Based Model approach. There are
two main interactive agents: the first one is the user, who plays all the tests trying to
help the main character of the game; the second Agent is “Leo the Explorer”, an
artificial agent who guides the user in the several sections of the app and during the game
through tips, instructions, feedbacks and narrative introductions.</p>
    </sec>
    <sec id="sec-3">
      <title>Conclusions and future directions</title>
      <p>Diligo 2.0 is an assessment and monitoring tool which focuses attention on several
development components, quite overlooked by current national school curriculums.
Providing both normative and ipsative assessment, it represents a tool with a great
potential to promote a more sensitive awareness about each child specific educational
needs and to support the teacher monitoring the class group to adjust its educational
path along the way.</p>
      <p>In the future, the app could be used also as a training tool to help the children improve
their skills, providing them an entertaining learning experience. In the actual version of
the game, all the tests are based on structured materials; this feature, combined with the
use of STELT platform, makes all the tests replicables in other two ways: a not-digital
mode and a hybrid mode. The opportunity to play the game in different ways and
conditions, with or without the peer group or the caregiver, makes it more adaptable to the
specific children or group.
4</p>
    </sec>
    <sec id="sec-4">
      <title>Acknowledgment</title>
      <p>Diligo 2.0 project is currently being developed by a collaboration between Natural
and Artificial Cognition Lab (NAC) of University of Naples Federico II and INDIRE,
the National Institute for Documentation, Innovation and Educational Research.</p>
    </sec>
  </body>
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