La lúdica de juegos en el aprendizaje de la programación orientada a objetos : un prototipo en C#
Fecha
2012
Autores
Botero Tabares, Ricardo de Jesús
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Editor
Universidad EAFIT
Resumen
En el mundo de hoy el aprendizaje de los fundamentos de programación orientada a objetos (POO) para noveles estudiantes admite múltiples alternativas académicas. Este trabajo expone una de ellas, consistente en la aplicación de un método con cuatro fases (Identificación de requerimientos, Diseño del diagrama de clases, Especificación de responsabilidades de las clases y Escritura de seudocódigo), combinado con un software lúdico que presenta una serie de juegos en 2D. El método aporta los cimientos teóricos inherentes a la POO, mediante el estudio paulatino de los conceptos de clase, herencia, polimorfismo, sobrecarga de métodos y sentencias de control; el software motiva el aprendizaje por medio de una serie de juegos donde los participantes interactúan con los conceptos de una manera lúdica. Para demostrar la efectividad de ésta combinación, se presentan los resultados cognitivos alcanzados al exponer el juego ante dos grupos experimentales, contrastados con los obtenidos ante dos grupos de control donde se prescindió del software lúdico. Estas prácticas se llevaron a cabo en un colegio con educación media técnica y una institución de educación superior, localizados respectivamente en los municipios de Envigado y Medellín, departamento de Antioquia, Colombia.
Abstract: In todays world, it is possible to support the learning of Object Oriented Programming (OOP), by new students, with multiple academic activities. In this work, one of them is presented. We applied a four-phase method (Requirements Elicitation, Class Diagram Design, Class-Responsibilities Identification, and Pseudo-Code Writing). The method is combined with software that presents the user with various 2D games. The theoretical principles underlying OOP are presented, through the study of the concepts of Classes, Inheritance, Polymorphism, Method Overloading and Control Sentences. The software aims at increasing the students' motivation by encouraging their learning through a number of games in which students learn while playing. In order to evaluate the pedagogical effectivity of this combination, we present the results of a series of user experiences comparing the learning of four groups of students: two experimental groups that used the software and two control groups that did not.
Abstract: In todays world, it is possible to support the learning of Object Oriented Programming (OOP), by new students, with multiple academic activities. In this work, one of them is presented. We applied a four-phase method (Requirements Elicitation, Class Diagram Design, Class-Responsibilities Identification, and Pseudo-Code Writing). The method is combined with software that presents the user with various 2D games. The theoretical principles underlying OOP are presented, through the study of the concepts of Classes, Inheritance, Polymorphism, Method Overloading and Control Sentences. The software aims at increasing the students' motivation by encouraging their learning through a number of games in which students learn while playing. In order to evaluate the pedagogical effectivity of this combination, we present the results of a series of user experiences comparing the learning of four groups of students: two experimental groups that used the software and two control groups that did not.
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