Juegos Serios para Promover el Pensamiento Computacional y la Programación
Loading...
Official URL
Full text at PDC
Publication date
2021
Advisors (or tutors)
Editors
Journal Title
Journal ISSN
Volume Title
Publisher
Citation
Abstract
Cada vez es más importante el uso de la tecnología y la ciencia en cualquier ámbito, es por ello por lo que existe un creciente interés en el sector de la educación por enseñar conceptos relacionados con las Ciencias de la Computación desde temprana edad. Dos aspectos que destacan son el aprendizaje de la programación o de lenguajes informáticos, y el Pensamiento Computacional (PC), una forma de afrontar la resolución de problemas utilizando habilidades propias de la computación. Personalidades como Jeannette Wing (2008), una investigadora muy reconocida en el campo del PC, creen que el pensamiento computacional será una habilidad fundamental para todos a mediados del siglo XXI. Aunque comúnmente se suele relacionar el PC con campos más tecnológicos, el PC también puede ser muy útil en otros campos como la medicina o el periodismo.
Por otro lado, existe un creciente interés en introducir los videojuegos en distintos ámbitos ya que se han demostrado los beneficios y la eficacia que tienen como herramienta educativa (e.g., entrenamiento de habilidades, concienciación, etc). Por ello, se han empezado a desarrollar los denominados juegos serios en diversos campos como la salud, medioambiente o la educación. Los juegos serios son un mercado en crecimiento. La cantidad de juegos serios ha incrementado en los últimos años y gracias a la creciente demanda de nuevas herramientas interactivas muchas empresas comienzan a tener interés por desarrollar juegos serios.
El objetivo principal de este proyecto es proponer y utilizar juegos serios para promover el aprendizaje de conceptos de pensamiento computacional y de programación de manera guiada y motivadora. Para llevar a cabo este objetivo se ha seguido el siguiente proceso: primero se ha realizado un análisis de la situación actual del PC en la educación y del uso en el aula de juegos serios que abordan este concepto. Posteriormente se han analizado un conjunto de juegos y/o aplicaciones representativas para identificar sus principales características. Con las conclusiones del análisis se ha desarrollado un primer juego orientado al PC como prueba de concepto y se han realizado pruebas de validación con profesores (incluyendo entrevistas). Estas pruebas han servido para comprobar la aplicabilidad del juego. Aprovechando la experiencia del primer juego desarrollado se ha creado un segundo juego orientado a promover la programación, que es el principal resultado de este trabajo. Se han realizado pruebas con expertos, con profesores y con alumnos a partir de las cuales se ha mejorado y validado los juegos.
The use of technology and science in any field is becoming increasingly important, which is why there is a growing interest in the education sector in teaching concepts related to Computer Science from an early age. Two aspects that stand out are the learning of programming or computer languages, and Computational Thinking (CT), a way of approaching problem solving using computing skills. Personalities such as Jeannette Wing (2008), a well-known researcher in the field of CT, believe that computational thinking will be a fundamental skill for everyone by the middle of the 21st century. Although the CT is commonly associated with more technological fields, the CT can also be very useful in other fields such as medicine or journalism. On the other hand, there is a growing interest in introducing video games in different fields as they have demonstrated their benefits and effectiveness as an educational tool (e.g., skills training, awareness, etc.). Therefore, so-called serious games have started to be developed in various fields such as health, environment or education. Serious games are a growing market. The number of serious games has increased in the last years and thanks to the growing demand for new interactive tools many companies are starting to be interested in developing serious games. The main objective of this project is to propose and use serious games to promote the learning of computational thinking and programming concepts in a guided and motivating way. In order to achieve this objective, the following process has been followed: first, an analysis of the current situation of CT in education and the use of serious games that address this concept in the classroom has been carried out. Subsequently, a set of representative games and/or applications have been analyzed to identify their main characteristics. With the conclusions of the analysis, a first CT-oriented game has been developed as a proof of concept and validation tests have been carried out with teachers (including interviews). These tests have served to check the applicability of the game. Taking advantage of the experience of the first game developed, a second game oriented to promote programming has been created, which is the main result of this work. Tests have been carried out with experts, teachers and students from which the final game has been improved and the game has been validated.
The use of technology and science in any field is becoming increasingly important, which is why there is a growing interest in the education sector in teaching concepts related to Computer Science from an early age. Two aspects that stand out are the learning of programming or computer languages, and Computational Thinking (CT), a way of approaching problem solving using computing skills. Personalities such as Jeannette Wing (2008), a well-known researcher in the field of CT, believe that computational thinking will be a fundamental skill for everyone by the middle of the 21st century. Although the CT is commonly associated with more technological fields, the CT can also be very useful in other fields such as medicine or journalism. On the other hand, there is a growing interest in introducing video games in different fields as they have demonstrated their benefits and effectiveness as an educational tool (e.g., skills training, awareness, etc.). Therefore, so-called serious games have started to be developed in various fields such as health, environment or education. Serious games are a growing market. The number of serious games has increased in the last years and thanks to the growing demand for new interactive tools many companies are starting to be interested in developing serious games. The main objective of this project is to propose and use serious games to promote the learning of computational thinking and programming concepts in a guided and motivating way. In order to achieve this objective, the following process has been followed: first, an analysis of the current situation of CT in education and the use of serious games that address this concept in the classroom has been carried out. Subsequently, a set of representative games and/or applications have been analyzed to identify their main characteristics. With the conclusions of the analysis, a first CT-oriented game has been developed as a proof of concept and validation tests have been carried out with teachers (including interviews). These tests have served to check the applicability of the game. Taking advantage of the experience of the first game developed, a second game oriented to promote programming has been created, which is the main result of this work. Tests have been carried out with experts, teachers and students from which the final game has been improved and the game has been validated.
Description
Trabajo de Fin de Grado en Desarrollo de Videojuegos, Facultad de Informática UCM, Departamento de Ingeniería del Software e Inteligencia Artificial, Curso 2020/2021