Educational Serious Games as a Service: Challenges and Solutions

Cloud computing is a distributed computing technology that facilitates access to the resources in a dynamic, scalable and highly available manner. One of its service models is SaaS (Software as a Service) which allows executing Web applications in a flexible and elastic way while offering collaborat...

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Detalles Bibliográficos
Autores: Sandí Delgado, Juan Carlos, Bazán, Patricia
Tipo de recurso: artículo
Estado:Versión publicada
Fecha de publicación:2019
País:Argentina
Institución:Universidad Nacional de La Plata
Repositorio:SEDICI (UNLP)
Idioma:inglés
OAI Identifier:oai:sedici.unlp.edu.ar:10915/74464
Acceso en línea:http://sedici.unlp.edu.ar/handle/10915/74464
Access Level:acceso abierto
Palabra clave:Ciencias Informáticas
Argentina
Costa Rica
juegos serios
juegos serios educativos
computación en la nube
software como servicio
multi-inquilino
serious games
educational serious games
cloud computing
software as a service
multi-tenant
Descripción
Sumario:Cloud computing is a distributed computing technology that facilitates access to the resources in a dynamic, scalable and highly available manner. One of its service models is SaaS (Software as a Service) which allows executing Web applications in a flexible and elastic way while offering collaborative characteristics. The integration of SaaS in educational environments promotes academic performance and facilitates knowledge management, allowing for storage, exchange, access and synchronization of information. On the other hand, educational serious games promote among the people involved: collaboration, communication, social abilities, critical thinking and problem solving. The main objective of this investigation is to analyze the challenges that SaaS, with its collaborative and multitenancy characteristics present to the execution of educational serious games. This is named ESGaaS - Educational Serious Games as a Service. The analysis was developed based on a review of the existing literature through the methodology known as Systematic Mapping Studies (SMS) which facilitated the generation of investigation questions, search strategies, key words and inclusion and exclusion criteria applied to identify articles in several sources. This investigation facilitated the development of a list of functional characteristics that the educational serious games will acquire when used as software for service.