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dc.date.accessioned 2020-06-29T12:23:29Z
dc.date.available 2020-06-29T12:23:29Z
dc.date.issued 2020
dc.identifier.uri http://sedici.unlp.edu.ar/handle/10915/99328
dc.description.abstract This article of systematic literature review presents the analysis of a series of methodological proposals, suggested for the design of educational video games. Nine different methodologies are analyzed. As part of the analysis, criteria are defined to describe and compare them, linked with the possibilities they have for the design of serious games. Criteria include: requirements elicitation and specification, pedagogical intention, pedagogical and ludic objectives definition, educational level and target public, roles identification, feedback type, user experiences analysis, objectives and methodologies validation. Main results indicate the following. 1) It is of vital importance, in the initial phase of a methodology design to incorporate the requirements elicitation and specification, as well as to define and assign roles of the different parties involved in the game production, all of this jointly and by consensus. 2) The definition of pedagogical objectives is closely related to the context use and it is important that it be done in the initial stage and then asses the game quality in the final stage. 3) It is important to incorporate the definition of pedagogical elements in the design. They will be helpful to assess the efficiency, learning and the user experience in relation with the interaction with the game. In addition, these pedagogical elements Will facilitate the development of a quantitative record of learning to know the process and its quality by the user. It is concluded that the set of methodologies analyzed provide information in regards to the considerations when proposing a methodology for the design of a serious games. As a future work, there will be a methodological proposal, which will facilitate the integration of the aspects identified through the revision of the methodologies analyzed to guide systematically the design process of a serious game, specifically targeted to the teaching of digital competencies. en
dc.format.extent 358-362 es
dc.language en es
dc.subject Serious game es
dc.subject Serious games design es
dc.subject Methodologies es
dc.subject Comparative analysis es
dc.subject Higher education es
dc.title A systematic literature review of methodologies used for the design of serious games en
dc.type Objeto de conferencia es
sedici.identifier.uri http://end-educationconference.org/wp-content/uploads/2020/06/END2020_Proceedings.pdf es
sedici.identifier.issn 2184-1489 es
sedici.identifier.isbn 978-989-54815-2-1 es
sedici.title.subtitle A comparative analysis es
sedici.creator.person Sandí Delgado, Juan Carlos es
sedici.creator.person Bazán, Patricia Alejandra es
sedici.subject.materias Ciencias Informáticas es
sedici.description.fulltext true es
mods.originInfo.place Facultad de Informática es
sedici.subtype Objeto de conferencia es
sedici.rights.license Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0)
sedici.rights.uri http://creativecommons.org/licenses/by-nc-sa/4.0/
sedici.date.exposure 2020-06-26
sedici.relation.event International Conference on Education and New Developments (END 2020) (Zagreb, Croatia, 2020) es
sedici.description.peerReview peer-review es
sedici.relation.bookTitle Education and new developments 2020 es


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Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0) Excepto donde se diga explícitamente, este item se publica bajo la siguiente licencia Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0)