{"title":"Windows 10 Mobile上的教育、严肃游戏和移动技术的新趋势","authors":"Diego Alejandro Guerrero Peña, Adriana Guerrero Peña, Erika Tatiana Muñoz Serna","doi":"10.15332/erdi.v7i1.1778","DOIUrl":null,"url":null,"abstract":"Objective. This research article aims to check the research on serious games for mobile devices, focusing on devices running Windows10 Mobile OS, to study their influence on software modeling and engineering teaching and learning, as well as their existence or absence in our environment. We expect this research to become a useful tool for the future development of this field, which we believe needs a larger learning choice based on the development of useful competences for everyday life and decision-making. This could represent a valuable starting point for developers and a solid base for educators willing to find innovative ways to reach their students, thus increasing their engagement and share of autonomous work. Methodology. The analytic process applied on this study was structured in 3 stages: • Data mining: Research on free access websites and specialized magazines for contents on mediated use of serious games on mobile devices, paying special attention to those dealing with Windows Mobile OS and its implantation on software modeling teaching. • Analysis setting-up: Gathering all the information relevant to the topic and structuration of the analysis on the latest trends on serious games for Windows 10 mobile. • Conclusions: Inference of the results from the research. Results. The obtained results allowed us to detect serious gaps on traditional teaching methods, which can be solved through methodologies supported in the serious games and the current technology. This article is part of the project “Software modeling learning using web-based computer games; Case study: sequence diagram” of the Instituto Tecnologico Metropolitano (ITM), continuation of the project “Software modeling teaching and learning using serious games; Case study: Interaction diagrams” (Guerrero, Anaya y Trujillo, 2010).","PeriodicalId":84674,"journal":{"name":"Espiral (Guadalajara, Mexico)","volume":"10 1","pages":"61-72"},"PeriodicalIF":0.0000,"publicationDate":"2017-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":"{\"title\":\"Nuevas tendencias en educación, juegos serios con tecnología móvil en Windows 10 Mobile\",\"authors\":\"Diego Alejandro Guerrero Peña, Adriana Guerrero Peña, Erika Tatiana Muñoz Serna\",\"doi\":\"10.15332/erdi.v7i1.1778\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Objective. This research article aims to check the research on serious games for mobile devices, focusing on devices running Windows10 Mobile OS, to study their influence on software modeling and engineering teaching and learning, as well as their existence or absence in our environment. We expect this research to become a useful tool for the future development of this field, which we believe needs a larger learning choice based on the development of useful competences for everyday life and decision-making. This could represent a valuable starting point for developers and a solid base for educators willing to find innovative ways to reach their students, thus increasing their engagement and share of autonomous work. Methodology. The analytic process applied on this study was structured in 3 stages: • Data mining: Research on free access websites and specialized magazines for contents on mediated use of serious games on mobile devices, paying special attention to those dealing with Windows Mobile OS and its implantation on software modeling teaching. • Analysis setting-up: Gathering all the information relevant to the topic and structuration of the analysis on the latest trends on serious games for Windows 10 mobile. • Conclusions: Inference of the results from the research. Results. The obtained results allowed us to detect serious gaps on traditional teaching methods, which can be solved through methodologies supported in the serious games and the current technology. This article is part of the project “Software modeling learning using web-based computer games; Case study: sequence diagram” of the Instituto Tecnologico Metropolitano (ITM), continuation of the project “Software modeling teaching and learning using serious games; Case study: Interaction diagrams” (Guerrero, Anaya y Trujillo, 2010).\",\"PeriodicalId\":84674,\"journal\":{\"name\":\"Espiral (Guadalajara, Mexico)\",\"volume\":\"10 1\",\"pages\":\"61-72\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2017-11-29\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"2\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Espiral (Guadalajara, Mexico)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.15332/erdi.v7i1.1778\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Espiral (Guadalajara, Mexico)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.15332/erdi.v7i1.1778","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 2
摘要
目标。这篇研究文章旨在检查移动设备上的严肃游戏的研究,以运行Windows10移动操作系统的设备为重点,研究它们对软件建模和工程教学的影响,以及它们在我们环境中的存在与否。我们希望这项研究能够成为该领域未来发展的有用工具,我们认为这需要基于日常生活和决策能力发展的更大学习选择。对于开发者来说,这是一个有价值的起点,对于愿意寻找创新方法接触学生的教育工作者来说,这是一个坚实的基础,从而增加他们的参与度和自主工作的份额。方法。本研究采用的分析过程分为3个阶段:•数据挖掘:通过免费访问网站和专业杂志对移动设备上的严肃游戏中介使用内容进行研究,重点关注Windows mobile操作系统及其在软件建模教学中的植入。•分析设置:收集所有与Windows 10手机严肃游戏最新趋势分析相关的主题和结构信息。•结论:对研究结果的推断。结果。获得的结果使我们发现了传统教学方法的严重缺陷,这些缺陷可以通过严肃游戏和当前技术支持的方法来解决。本文是“基于网络的电脑游戏的软件建模学习;案例研究:ITM (Instituto technologio Metropolitano)的序列图,项目“使用严肃游戏的软件建模教学”的延续;案例研究:交互图”(Guerrero, Anaya y Trujillo, 2010)。
Nuevas tendencias en educación, juegos serios con tecnología móvil en Windows 10 Mobile
Objective. This research article aims to check the research on serious games for mobile devices, focusing on devices running Windows10 Mobile OS, to study their influence on software modeling and engineering teaching and learning, as well as their existence or absence in our environment. We expect this research to become a useful tool for the future development of this field, which we believe needs a larger learning choice based on the development of useful competences for everyday life and decision-making. This could represent a valuable starting point for developers and a solid base for educators willing to find innovative ways to reach their students, thus increasing their engagement and share of autonomous work. Methodology. The analytic process applied on this study was structured in 3 stages: • Data mining: Research on free access websites and specialized magazines for contents on mediated use of serious games on mobile devices, paying special attention to those dealing with Windows Mobile OS and its implantation on software modeling teaching. • Analysis setting-up: Gathering all the information relevant to the topic and structuration of the analysis on the latest trends on serious games for Windows 10 mobile. • Conclusions: Inference of the results from the research. Results. The obtained results allowed us to detect serious gaps on traditional teaching methods, which can be solved through methodologies supported in the serious games and the current technology. This article is part of the project “Software modeling learning using web-based computer games; Case study: sequence diagram” of the Instituto Tecnologico Metropolitano (ITM), continuation of the project “Software modeling teaching and learning using serious games; Case study: Interaction diagrams” (Guerrero, Anaya y Trujillo, 2010).