Person:
Fernández Manjón, Baltasar

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First Name
Baltasar
Last Name
Fernández Manjón
Affiliation
Universidad Complutense de Madrid
Faculty / Institute
Informática
Department
Ingeniería del Software e Inteligencia Artificial
Area
Lenguajes y Sistemas Informáticos
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UCM identifierORCIDScopus Author IDWeb of Science ResearcherIDDialnet IDGoogle Scholar ID

Search Results

Now showing 1 - 4 of 4
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    Requirements for educational games in MOOCs
    (2015) Freire Morán, Manuel; Martínez Ortiz, Iván; Moreno Ger, Pablo; Fernández Manjón, Baltasar
    MOOCs are disrupting educational technology by democratizing access to high quality courses offered by some of the most prestigious universities. However, due to low entry cost and multiple other factors, MOOCs suffer from low retention rates: making MOOCs more interactive and engaging is therefore an important goal. Educational games provide environments that mix both immersion and quick feedback cycles, and we consider that games also have the potential to improve interaction and assessment in MOOCs environments; indeed, many game-like simulations have already been successfully applied within MOOCs in domains such as electronic circuits (schematic circuit simulator) and biology (foldit, eyewire). In this work, we analyze multiple such experiences and propose a catalogue of best practices that could contribute to the successful integration of educational games into MOOC platforms.
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    Developing game-like simulations to formalize tacit procedural knowledge: the ONT experience
    (Educational Technology Research and Development, 2014) Borro Escribano, Blanca Beatriz; Blanco Aguado, Ángel del; Torrente Vigil, Francisco Javier; Martínez Alpuente, Itziar; Fernández Manjón, Baltasar
    The exceptional success achieved by the Spanish National Transplant Organization (ONT) in recent years has made other countries highly interested in following this organization’s methodologies. A good training program is one of the key elements of the ONT. Until 2012, the ONT training program was a paper-based case teaching method, and the small number of ONT experts limited the audience. In an attempt to improve and increase the attendees in this program, a game-like simulation was developed to represent transplant management procedural knowledge. To maximize the educational value, this game-like simulation was based on representative teaching cases to help students practice with different real situations and different levels of complexity in a risk-free environment. This study presents how an iterative game development methodology has been applied to evolve from a paper-based case teaching method to a game-like simulation, with a special focus on the efforts made to include the ONT experts’ tacit procedural knowledge in the simulation. Apart from increasing the number of students who can access the ONT training, this game-like simulation also helped to achieve a more detailed formalization of transplant management as well as a more comprehensive systematization of a set of relevant teaching cases.
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    Development of Game-Like Simulations for Procedural Knowledge in Healthcare Education
    (IEEE Transactions on Learning Technologies, 2014) Torrente Vigil, Francisco Javier; Borro Escribano, Blanca Beatriz; Freire Morán, Manuel; Blanco Aguado, Ángel del; Marchiori, Eugenio Jorge; Martínez Ortiz, Iván; Moreno Ger, Pablo; Fernández Manjón, Baltasar
    We present EGDA, an educational game development approach focused on the teaching of procedural knowledge using a cost-effective approach. EGDA proposes four tasks: analysis, design, implementation, and quality assurance that are subdivided in a total of 12 subtasks. One of the benefits of EGDA is that anyone can apply it to develop a game since it keeps development as simple as possible and uses tools for modeling and implementation that do not require a highly technical profile. EGDA has been applied to the creation of seven educational games in healthcare, and has been iteratively refined after each experience. EGDA is evaluated on two aspects. First, the effort and cost needed for creating these games is estimated and compared to current industry standards. Second, impact on knowledge acquisition and a student acceptance are discussed. Results suggest that EGDA can make game development more affordable, which is critical for increased adoption and scalability of game-based learning (GBL), while assuring a high educational value of the resulting games.
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    Creating Interactive Content in Android Devices: The Mokap Hackaton
    (2015) Serrano Laguna, Ángel; Rotaru, Dan Cristian; Calvo Morata, Antonio; Torrente Vigil, Francisco Javier; Fernández Manjón, Baltasar
    We propose the organization of a Mokap hackathon. In this activity participants will have the opportunity to develop interactive content using the Mokap Android app, either individually or in groups. Mokap is a new authoring tool for creating interactive content, developed by the e-UCM research group. It allows composing scenes by combining text, hand drawings, pictures and elements imported from an online repository. Mokap also supports basic animation and interaction. Users can take advantage of this functionality to create presentations, training materials, simulations, postcards and even simple games. We will start the activity with an introduction to Mokap, followed by a quick demo. Then we will help participants design their own mokaps and implement them. At the end of the activity participants will be given the possibility to share their mokaps with the rest of the audience. Participants will vote online to choose the best mokap developed during the session, which will be awarded a symbolic prize.