Examinando por Materia "Juegos serios"
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Ítem Diseño de un juego serio como herramienta de apoyo para el curso de programación de operaciones(Asociación Colombiana de Facultades de Ingeniería (ACOFI), 2013-09-24) Carmona González, Guillermo L.; Trefftz Gómez, Helmuth; Universidad EAFIT. Departamento de Ingeniería de Producción; gcarmona@eafit.edu.co; htrefftz@eafit.edu.co; Gestión de Producción y LogísticaThe difficulty in applying theoretical concepts in real scenarios, little experience, knowledge and deepening low motivation in students, are some of the problems can be observed in some higher education courses -- One cause of this problem is due, in large part, to the traditional teaching-learning process with a heavy emphasis of theory over practice -- On the other side, one can observe a population increasingly habituated to videogames who dedicate large amounts of time to this activity, and besides many do so with motivation -- Video games provide players with risk-free virtual worlds where their decisions have effects with immediate feedback -- This has generated a growing interest in the application of video games with learning objectives and has been called serious games -- The successful application of serious games has been reported in different fields of knowledge, but especially in military areas, social and health -- However, the best of our knowledge, operation scheduling issues no reports of serious games -- The above mentioned reasons explain our interest on the development, and impact evaluation of a video game used as academic tool to motivate the students for the study of operation scheduling while, at the same time, providing a tool in which they can implement theories covered in class -- This paper presents a description of the serious game in its alpha version, the main considerations taken when designing it, general aspects of the development tool and the methodology used for development -- It also presents the results of a pilot of this first version, seeking game improvement and evaluating the students' perceptions about the potential use of games as academic and motivational tools