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...

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Detalles Bibliográficos
Autor: Krassmann, Aliane Loureiro
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
Descripción
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.