Jogo sério ubíquo integrado a mundo virtual OpenSim para o ensino de redes de computadores (Jaspion)
The use of digital serious games and games-based learning has contributed to the expansion of new educational paradigms, where the use of computing resources is mixed with the traditional way of teaching. In addition to these advances, Virtual Worlds and Serious Games are increasingly being used as...
| Autor: | |
|---|---|
| Tipo de recurso: | tesis de maestría |
| Estado: | Versión publicada |
| Fecha de publicación: | 2016 |
| País: | Brasil |
| Institución: | Universidade Federal de Santa Maria (UFSM) |
| Repositorio: | Manancial - Repositório Digital da UFSM |
| Idioma: | portugués |
| OAI Identifier: | oai:repositorio.ufsm.br:1/17702 |
| Acceso en línea: | http://repositorio.ufsm.br/handle/1/17702 |
| Access Level: | acceso abierto |
| Palabra clave: | Jogos sérios digitais Mundos virtuais OpenSim Ubigames U-learning Digital serious games Virtual worlds CNPQ::CIENCIAS EXATAS E DA TERRA::CIENCIA DA COMPUTACAO |
| Sumario: | The use of digital serious games and games-based learning has contributed to the expansion of new educational paradigms, where the use of computing resources is mixed with the traditional way of teaching. In addition to these advances, Virtual Worlds and Serious Games are increasingly being used as tools to motivate students, providing immersion, autonomy and dynamism. In this sense, the work here presented shows the development of a Ubiquitous Serious Game Integrated to OpenSim Virtual World for Computer Networks‟ Teaching (JASPION). The game has a narrative that mixes adventure, quest and quiz styles, in an plot inspired in the television series “The Amazing Jaspion”, which places the player in the role of a character, contemplating matters contained in the menu of Computer Networks discipline in Computer Science graduation course. The ubiquitous features were provided by pervasive access and contexts sensitivity to cognitive style and student's level of expertise, providing a personalized profile of gameplay. This approach seeks to put the student in a context of transparent learning, reflecting aspects of ubiquitous learning. The ubigame approach was applied with a group of students from the Computer Science area and the evaluation was performed using a hybrid method that explores two main tools: questionnaire and analysis of data from user interaction with the game. The results show the existence of motivational signs in students about the Computer Networks discipline, highlighting its potential as an educational tool. |
|---|