Examinando por Materia "VIDEOJUEGOS"
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Publicación Ambientes virtuales inmersivos en 3D con énfasis educativo. Una propuesta para el proceso de creación y nuevas heurísticas en la evaluación(Universidad EAFIT, 2012) Monroy Osorio, Juan Carlos; Trefftz Gómez, HelmuthUna característica de los ambientes virtuales inmersivos es que, con frecuencia, se construyen con múltiples propósitos, entre ellos, para generar nuevas experiencias de navegación, interacción y participación en el usuario -- Pero ¿existe un proceso claro, una forma tangible y concreta de crear estos ambientes, o cada uno se construye empíricamente, sin tener en cuenta aspectos tan fundamentales como la interacción y la exploración? -- En este documento se presenta la importancia de este proceso, los avances que se han realizado alrededor del tema y cómo se contribuye a través de una propuesta de proceso que incluye participación, formas de interacción de usuarios y argumenta sobre la necesidad a futuro de nuevas heurísticas y momentos para la evaluación del mismo -- Además, en la actualidad es posible la evaluación de ambientes inmersivos en 3D a través de heurísticas que han heredado todo su conocimiento de los videojuegos, plataformas sociales, portales y sitios web en general -- Pero ¿son estas heurísticas las mejores para la evaluación de ambientes inmersivos con alto contenido educativo -- A continuación, se plasmarán los resultados obtenidos en la comparación del modelo presentado en 2004 por A. Sutcliffe y B Gault para evaluar mundos virtuales y una nueva propuesta de heurísticas para la evaluación de un ambiente inmersivo en 3D creado en la universidad EAFIT en el marco del proyecto “Hipermediaciones para la creación de ambientes virtuales de aprendizaje a través de mundos virtuales inmersivos (MUVE)”Publicación Colombia in the global videogame industry: more than an emerging industry in more than emerging country(Universidad EAFIT, 2014) Gómez Aristizábal, Juan Camilo; González Pérez, María AlejandraPublicación Construcción y validación de un juego educativo para el aprendizaje del idioma inglés como lengua extranjera(Universidad EAFIT, 2011) Vélez Rojas, Oscar AlonsoThis document presents a description and analysis of the process of creating educational games for English foreign Language Learning EFL and contextual learning in children from 9 to 12 years in a iTV platform trough out a setup box. The paper presents the design of a serious educational game called Captain Health, developed for students of different schools institutions that want to learn basic vocabulary and expressions about food, and at the same time become aware of how to eat healthily. Subsequently, the paper discusses the design of the video game from its conception and its pedagogical approach and how this was reflected in the process of designing and programming the game in a iTV platform. Finally, a user experience was conducted in order to validate the pedagogical effect of the game.Publicación 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 toolsPublicación Diseño de un videojuego educativo con elementos de realidad virtual para la enseñanza de conceptos de física cuántica como el efecto fotoeléctrico aplicado en un entorno escolar(Universidad EAFIT, 2024) Jaramillo Jaramillo, Cristian Camilo; Diaz León, Christian AndrésThe importance of teaching quantum physics in secondary education lies in the need to familiarize students with scientific concepts that already influence our current technological environment. Additionally, the lack of motivation to study careers related to physics can be addressed by demonstrating the relevance of this area from early stages of education. Despite not completing the total development of the video game, virtual experiences, including the photoelectric effect experiment, managed to capture the attention and motivate the participants of the tests. It is recommended to expand the study with a larger sample and evaluate the long-term impact of the video game on student learning. This work provides a new perspective on the use of educational technology in teaching quantum physics in secondary education. The document presents the design of an educational video game created with Unity and virtual reality elements to teach concepts of quantum physics in secondary education, evaluating its effectiveness through Keller's Instrumental Material Motivational Survey (IMMS).Publicación Identificación y autoconcepto con relación a personajes femeninos en la industria de los videojuegos, series televisivas, obras literarias y su efecto en mujeres de Medellín(Universidad EAFIT, 2024) Echavarría López, Marcela; Echeverri Álvarez, JonathanÍtem Towards procedural map and character generation for the MOBA Game Genre(Universidad EAFIT, 2015-08-03) Cannizzo, Alejandro; Ramírez, Esmitt; Universidad Central de Venezuela; Universidad Central de VenezuelaPublicación Variables de la experiencia de usuario (UX) que posibilitan o inhiben el pago por videojuegos en dispositivos móviles(Universidad EAFIT, 2019) Uribe Román, Alejandro; Gentilin, Mariano; Monroy, Juan CarlosThis project presents the investigation on the way in which the user experience (UX) of videogames in mobile devices influences the payment, with the idea of providing tools to the interested parties that allow to improve the conversion, understanding the user as the person who plays video games at least once a week. Topics such as the UX, the user of video games, the user experience focused on the videogame and the CEGE model (Core Elements of Gaming Experience) were addressed, with the latter being the model that will be used. The methodology used was quantitative, through online surveys applied to adults who play on mobile devices at least once a week. For the design of the survey, the Google Forms platform was used and shared through the social networks Facebook and WhatsApp. Statistical analyzes were applied such as logistic regression, to identify and hierarchize the variables of the UX according to the payment, and cluster analysis, to characterize the player who pays. This investigation allowed to identify that the UX influences the payment for the videogame, detecting the variables with higher levels of influence: the enjoyment, the relationship between graphics and sound effects, the control associated with the knowledge of the actions and the clarity in the graphics. The profile of the player who pays and his differences with the player who does not pay was also determined.