Skip to main content

Video Games for Learning Projective Geometry: Analysis of Virtual Spaces Through the Disciplines of Representation

  • Conference paper
  • First Online:
Book cover Proceedings of the 1st International and Interdisciplinary Conference on Digital Environments for Education, Arts and Heritage (EARTH 2018)

Abstract

This work investigates the teaching possibilities of video games, analyzing in particular those video game products that might be of assistance when learning projective geometry. For this purpose, various video games were examined that make use of geometry to create visual riddles that can be solved by gamers only thanks to knowledge of the rules of projection.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  • Migliari R (2008) Geometria descrittiva, vol 1. Metodi e costruzioni. CittàStudi Editore, Turin

    Google Scholar 

  • Ernst B (1996) Optical illusions. Taschen, Cologne

    Google Scholar 

  • Penrose R (2002) The emperor’s new mind. Oxford University Press, New York

    Google Scholar 

  • Bittanti M (2004) Per una cultura dei videogames. Teorie prassi del videogiocatore. Unicopli, Milan

    Google Scholar 

  • Gee JP (2003) What video games have to teach us about learning and literacy. Palgrave McMillian, New York

    Book  Google Scholar 

  • Pecchinenda G (2010) Videogiochi e cultura della simulazione. La nascita dell’ “homo game”. Editori Laterza, Bari

    Google Scholar 

  • Luhan MC (1964) Gli strumenti del comunicare. Il saggiatore, Milan

    Google Scholar 

  • Moates D, Schumacher G (1983) Psicologia dei processi cognitivi. Il Mulino, Bologna

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Ramona Feriozzi .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2019 Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Feriozzi, R., Olivieri, A. (2019). Video Games for Learning Projective Geometry: Analysis of Virtual Spaces Through the Disciplines of Representation. In: Luigini, A. (eds) Proceedings of the 1st International and Interdisciplinary Conference on Digital Environments for Education, Arts and Heritage. EARTH 2018. Advances in Intelligent Systems and Computing, vol 919. Springer, Cham. https://doi.org/10.1007/978-3-030-12240-9_9

Download citation

  • DOI: https://doi.org/10.1007/978-3-030-12240-9_9

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-12239-3

  • Online ISBN: 978-3-030-12240-9

  • eBook Packages: EngineeringEngineering (R0)

Publish with us

Policies and ethics