Process for modeling competencies for developing serious games

Autores

  • Arturo Barajas Saavedra Universidad Autónoma de Aguascalientes
  • Francisco Javier Álvarez Rodríguez Universidad Autónoma de Aguascalientes
  • Jaime Muñoz Arteaga Universidad Autónoma de Aguascalientes
  • Ana Cecilia Oviedo de Luna Universidad Autónoma de Aguascalientes

Palabras clave:

Competencies, serious games, educational technology

Resumen

Nowadays, serious games play an outstanding role in the adoption of competencies since they provide immersion, fun, motivation and a high level of engagement among users. This research proposes a process called “Competency-based Decomposition” that allows the identification and modelling of syllabus competencies for the development of serious games to ensure the correct implementation of pedagogical aspects. This is extremely important to ensure a high level of adoption of the competencies by game users. The focus of this research is to guarantee the correct implementation of pedagogical aspects (learning activities and content, expected learning, etc.) in the production of serious games. This article presents the theoretical foundations of the research and details of the competency-based decomposition process, including the application process and its application in mathematics classes for the sixth grade of elementary school. The results obtained in this research are the successful identification of six competencies and 19 areas of knowledge, and the production of 50 short serious games based on the identified competencies and areas of knowledge. These games have been tested on students, resulting in an improvement in learning.

Descargas

Los datos de descargas todavía no están disponibles.

Referencias

Almiron, M. E., & Porro, S. (2014). ICT in teaching: an analysis of cases. Revista Electrónica de Investigación Educativa, 16(2), 152-160. Retrieved from http://redie.uabc.mx/redie/article/view/341
Álvarez-Rodríguez, F., Barajas-Saavedra, A., & Muñoz-Arteaga, J. (2014). Serious game design process, study case: sixth grade math. Creative Education, 5(9), 647-656. doi: 10.4236/ce.2014.59077
Barajas, A., Álvarez, F., Muñoz, J., Santaolaya, R., & Collazos, C. (2014). A serious games development process using competency approach. Case study: elementary school math. In A. I.-O. (AIPO) (Ed.), XV International Conference on Human Computer Interaction (pp. 572-579). España: AIPO.
Dávila, G., & Velásquez, A. (2007). Evaluation of the application of collaborative games: “Devorón and Temporal”. Revista Electrónica de Investigación Educativa, 9(2). Retrieved from http://redie.uabc.mx/redie/article/view/164/873
De Freitas, S., & Jarvis, S. (2006). A framework for developing serious games to meet learner needs. I/ITSEC ’06: Proceedings of the International Conference on Interservice/Industry Training, Simulation and Education.
De Freitas, S., & Oliver, M. (2006). How can exploratory learning with games and simulations within the curriculum be most effectively evaluated? Computers & education, 46(3), 249-264.
doi: 10.1016/j.compedu.2005.11.007
Díaz, A. (2006). El enfoque de compentecias en la educación. ¿Una alternativa o un disfraz de cambio? Perfiles Educativos, 111, 7-36. Retrieved from http://www.iisue.unam.mx/perfiles/perfiles_articulo.php?clave=2006-111-7-36&url=2006/n111a2006/mx.peredu.2006.n111.p7-36.pdf
Garrido, J. M. (2013). Strategy video games: some principles for teaching. Revista Electrónica de Investigación Educativa, 15(1), 62-74. Retrieved from http://redie.uabc.mx/redie/article/view/330/516
Hernández Sampieri, R., Fernández, C. & Baptista, P. (2010). Metodología de la investigación. México: McGRAW-HILL.
Ibrahim, R., & Jaafar, A. (2009). Educational Games (EG) design framework: combination of game design, pedagogy and content modeling. 2009 International Conference on Electrical Engineering and Informatics ICEEI '09, 1, 293-298. doi:10.1109/ICEEI.2009.5254771
Instituto Nacional de Estadística y Geografía (2009). Enciclomedia ¿Qué es? Enciclomedia, una forma diferente de aprender y enseñar . Retrieved from http://www.inegi.gob.mx/inegi/contenidos/espanol/ciberhabitat/escuela/enciclomedia/
Martens, A., Diener, H., & Steffen, M. (2008). Game-based Learning with computers-learning, simulations, and games. In Z. Pan, A. D. Cheok and W. Müller (Eds.),Transactions on Edutainment I (pp. 172-190). Liverpool, UK: Springer. doi: 10.1007/978-3-540-69744-2_15
Mulder, M., Weigel, T., & Collins, K. (2007). The concept of competence in the development of vocational education and training in selected EU member states: a critical analysis. Journal of Vocational Education & Training, 59(1), 67-88. doi:10.1080/13636820601145630
Secretaría de Educación Pública (2011). Programas de estudio 2011. Guía para el maestro. Educación Básica. Primaria. Sexto grado. México: SEP. Retrieved from http://www.curriculobasica.sep.gob.mx/images/PDF/prog_primaria/PRIM_6to2011.pdf
Secretaría de Educación Pública (2013). Estadísticas ENLACE 2012. Evaluación Nacional del Logro Académico en Centros Escolares Educación Básica. Retrieved from http://www.enlace.sep.gob.mx/ba/
Tejada, J. (2005). Competencies-based work in the practicum: how to organize and evaluate it. Revista Electrónica de Investigación Educativa, 7(2). Retrieved from http://redie.uabc.mx/redie/article/view/192
Velázquez, C. E., Álvarez, F. J., Garza, L., Sicilia, M. Á., Mora, J. M., & Muñoz, J. (2011). Una experiencias en el desarrollo masivo de objetos de aprendizaje empleando parámetros de calidad y un proceso de gestión bien definido. IEEE-Revista Iberoamericana de Tecnologías del Aprendizaje, 6(4), 155-163. Recuperado de http://rita.det.uvigo.es/index.php?content=Num_Pub&idiom=Es&visualiza=1&volumen=6&numero=4&orden=desc
Zyda, M. (2005). From visual simulation to virtual reality to games. Computer, 38(9), 25-32. doi:10.1109/MC.2005.297

Descargas

Visitas a la página del resumen del artículo: 1795

Publicado

2016-09-20
Loading...