A multi-subject serious game as an education tool: Analysis from the teacher’s perspective

P. E. Vintimilla-Tapia, Cristian J. Peñafiel-Vicuña, J. Bravo-Torres, Pablo L. Gallegos-Segovia, Iván F. Yuquilima-Albarado, E. F. Ordóñez-Morales
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引用次数: 3

Abstract

In recent years, the constant technological development has created different forms of learning which aim to improve the education of students. The formal and centralized academy model, managed some years ago, has evolved allowing new forms of informal and centralized models in the students, breaking down the barriers of time and space reflected in the classroom. Knowledge can be accessed in different ways, depending on each person’s requirements and preferences. On the other hand, the characteristics of video games are opening up a place in the field of education: serious games. Due to their nature of competitiveness, sociabilization and training, they influence the increase of motivation during learning. This paper presents the design of a multi-subject serious game focused on different undergraduate careers, which seeks to improve academic performance. As part of its validation, prior to its use in students, teachers from different scientific areas are surveyed, obtaining satisfactory results.
多学科严肃游戏作为教育工具:教师视角的分析
近年来,科技的不断发展创造了不同的学习形式,旨在提高学生的教育水平。几年前管理的正式和集中的学院模式已经演变为允许学生采用新形式的非正式和集中模式,打破了课堂上反映的时间和空间障碍。根据每个人的需求和偏好,可以通过不同的方式获取知识。另一方面,电子游戏的特点在教育领域开辟了一个位置:严肃游戏。由于它们的竞争性、社会性和训练性,影响了学习动机的增加。本文提出了一个多学科严肃游戏的设计,侧重于不同的本科职业,以寻求提高学业成绩。作为验证的一部分,在对学生使用之前,对来自不同科学领域的教师进行了调查,获得了令人满意的结果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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