Contribuciones a la adopción de los juegos serios como herramientas educativas mediante técnicas de analíticas de aprendizaje
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Publication date
2024
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03/03/2023
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Universidad Complutense de Madrid
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Abstract
Los juegos serios son aquellos videojuegos con objetivos que van más allá del ocio, pudiendo aplicarse con multitud de finalidades y en diferentes sectores. En particular, en la enseñanza los juegos serios ofrecen al estudiante una manera atractiva e inmersiva de aprender. Permiten además simular situaciones donde el jugador puede poner a prueba su conocimiento experimentando y aprendiendo de sus errores de forma segura. Pese a su continuo crecimiento en distintos sectores, todavía presentan una escasa adopción en la educación y los colegios. Esto es debido a múltiples factores, incluyendo la desconfianza de profesores y organizaciones en su eficacia, o las dificultades tecnológicas para su uso e implantación; además, al ser frecuentemente distribuidos como herramientas de caja negra, resulta difícil para los profesores entender qué están haciendo los alumnos mientras juegas, y cómo y dónde está teniendo lugar el aprendizaje...
Serious games are video games with a purpose beyond entertainment and can be applied to different goals and sectors. Specifically in education, serious games offer students an attractive and immersive way of learning. They also allow simulting situations where players can test their knowledge by experimenting and learning from mistakes safely. Despite their continuous growth in different sectors, their adoption in education and schools is still low. This is due to multiple factors, including distrust of teachers and organizations in their effectiveness, or technological difficulties in their use and implementation; additionally, since games are often distributed as black box tools, it is difficult for teachers to understand what students are doing while playing, and how and where learning is taking place...
Serious games are video games with a purpose beyond entertainment and can be applied to different goals and sectors. Specifically in education, serious games offer students an attractive and immersive way of learning. They also allow simulting situations where players can test their knowledge by experimenting and learning from mistakes safely. Despite their continuous growth in different sectors, their adoption in education and schools is still low. This is due to multiple factors, including distrust of teachers and organizations in their effectiveness, or technological difficulties in their use and implementation; additionally, since games are often distributed as black box tools, it is difficult for teachers to understand what students are doing while playing, and how and where learning is taking place...
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Tesis inédita de la Universidad Complutense de Madrid, Facultad de Informática, leída el 3 de marzo de 2023.