Estudo dos métodos avaliativos de jogos digitais sérios: análise e aplicação

Serious games can be defined as computer applications that combine serious aspects (teaching, learning) with playful aspects. To assess their impact on students, evaluation methods are used. There are a variety of articles in the literature that address the methods of evaluating serious games. These...

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Detalles Bibliográficos
Autor: LIMA, Thamyla Maria de Sousa
Tipo de recurso: tesis de maestría
Estado:Versión publicada
Fecha de publicación:2021
País:Brasil
Institución:Universidade Federal do Maranhão (UFMA)
Repositorio:Biblioteca Digital de Teses e Dissertações da UFMA
Idioma:portugués
OAI Identifier:oai:tede2:tede/3396
Acceso en línea:https://tedebc.ufma.br/jspui/handle/tede/3396
Access Level:acceso abierto
Palabra clave:Jogos sérios
Métodos avaliativos
Avaliação
Serious games
Evaluation methos
Evaluation
Teoria da Computação
Descripción
Sumario:Serious games can be defined as computer applications that combine serious aspects (teaching, learning) with playful aspects. To assess their impact on students, evaluation methods are used. There are a variety of articles in the literature that address the methods of evaluating serious games. These differ in the form of application, analysis of results and sample size. In this work, a study of the evaluation methods was carried out, identifying characteristics, trends, advantages and disadvantages of these methods. To carry out this study, a Systematic Literature Mapping was conducted. Also, based on pre-defined criteria, two evaluation methods were selected to be applied in an experiment. To carry out this experiment, two serious games related to basic introductory concepts were developed. Access to these games took place through an online platform that enables the registration of teachers and students, as well as the creation of virtual classrooms. The experiment was conducted with 10 volunteers from the Computer Science area and the data collected by the platform were analyzed and discussed. Thus, the study carried out in this work allowed to identify the evaluation methods used in the literature and their particularities. In addition, the data analysis performed allowed to verify the most relevant aspects to be evaluated in serious digital games. As future works, it can be cited the insertion of artificial intelligence techniques in the collection and analysis of data and the application of the platform in a larger sample of participants.