Process for modeling competencies for developing serious games

Nowadays, serious games play an outstanding role in the adoption of competencies since they provide immersion, fun, motivation and a high level of engagement among users. This research proposes a process called “Competency-based Decomposition” that allows the identification and modelling of syllabus...

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Autores principales: Barajas Saavedra, Arturo, Álvarez Rodríguez, Francisco Javier, Muñoz Arteaga, Jaime, Oviedo de Luna, Ana Cecilia
Formato: info:eu-repo/semantics/article
Idioma:eng
Publicado em: REDIE es una publicación del Instituto de Investigación y Desarrollo Educativo (IIDE). 2016
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Acesso em linha:https://redie.uabc.mx/index.php/redie/article/view/1071
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id repositorioinstitucional-20.500.12930-6225
record_format dspace
spelling repositorioinstitucional-20.500.12930-62252023-05-09T15:05:08Z Process for modeling competencies for developing serious games Barajas Saavedra, Arturo Álvarez Rodríguez, Francisco Javier Muñoz Arteaga, Jaime Oviedo de Luna, Ana Cecilia Competencies serious games educational technology Nowadays, serious games play an outstanding role in the adoption of competencies since they provide immersion, fun, motivation and a high level of engagement among users. This research proposes a process called “Competency-based Decomposition” that allows the identification and modelling of syllabus competencies for the development of serious games to ensure the correct implementation of pedagogical aspects. This is extremely important to ensure a high level of adoption of the competencies by game users. The focus of this research is to guarantee the correct implementation of pedagogical aspects (learning activities and content, expected learning, etc.) in the production of serious games. This article presents the theoretical foundations of the research and details of the competency-based decomposition process, including the application process and its application in mathematics classes for the sixth grade of elementary school. The results obtained in this research are the successful identification of six competencies and 19 areas of knowledge, and the production of 50 short serious games based on the identified competencies and areas of knowledge. These games have been tested on students, resulting in an improvement in learning. 2016-09-20 2021-06-03T03:08:13Z 2021-06-03T03:08:13Z info:eu-repo/semantics/article info:eu-repo/semantics/publishedVersion https://redie.uabc.mx/index.php/redie/article/view/1071 https://hdl.handle.net/20.500.12930/6225 eng https://redie.uabc.mx/index.php/redie/article/view/1071/1468 https://redie.uabc.mx/index.php/redie/article/view/1071/1483 Derechos de autor 2019 Revista Electrónica de Investigación Educativa text/html application/pdf REDIE es una publicación del Instituto de Investigación y Desarrollo Educativo (IIDE). Revista Electrónica de Investigación Educativa; Vol. 18 No. 3 (2016) Revista Electrónica de Investigación Educativa; Vol. 18 Núm. 3 (2016) 1607-4041
institution Repositorio Institucional
collection DSpace
language eng
topic Competencies
serious games
educational technology
spellingShingle Competencies
serious games
educational technology
Barajas Saavedra, Arturo
Álvarez Rodríguez, Francisco Javier
Muñoz Arteaga, Jaime
Oviedo de Luna, Ana Cecilia
Process for modeling competencies for developing serious games
description Nowadays, serious games play an outstanding role in the adoption of competencies since they provide immersion, fun, motivation and a high level of engagement among users. This research proposes a process called “Competency-based Decomposition” that allows the identification and modelling of syllabus competencies for the development of serious games to ensure the correct implementation of pedagogical aspects. This is extremely important to ensure a high level of adoption of the competencies by game users. The focus of this research is to guarantee the correct implementation of pedagogical aspects (learning activities and content, expected learning, etc.) in the production of serious games. This article presents the theoretical foundations of the research and details of the competency-based decomposition process, including the application process and its application in mathematics classes for the sixth grade of elementary school. The results obtained in this research are the successful identification of six competencies and 19 areas of knowledge, and the production of 50 short serious games based on the identified competencies and areas of knowledge. These games have been tested on students, resulting in an improvement in learning.
format info:eu-repo/semantics/article
author Barajas Saavedra, Arturo
Álvarez Rodríguez, Francisco Javier
Muñoz Arteaga, Jaime
Oviedo de Luna, Ana Cecilia
author_facet Barajas Saavedra, Arturo
Álvarez Rodríguez, Francisco Javier
Muñoz Arteaga, Jaime
Oviedo de Luna, Ana Cecilia
author_sort Barajas Saavedra, Arturo
title Process for modeling competencies for developing serious games
title_short Process for modeling competencies for developing serious games
title_full Process for modeling competencies for developing serious games
title_fullStr Process for modeling competencies for developing serious games
title_full_unstemmed Process for modeling competencies for developing serious games
title_sort process for modeling competencies for developing serious games
publisher REDIE es una publicación del Instituto de Investigación y Desarrollo Educativo (IIDE).
publishDate 2016
url https://redie.uabc.mx/index.php/redie/article/view/1071
_version_ 1792610080683720704