Authors:
Jurado, Francisco and Molina, Ana I. and Redondo, Miguel A. and Ortega, Manuel
Abstract:
In the teaching of those subjects related to computer programming competences, a teaching/learning methodology based on problem solving is often used, which sometimes involves the application of techniques such as pair programming. In addition, to perform the programming-related tasks, it is common to use professional integrated development environments. Thus, it may be interesting to integrate tools in these environments so that they can support the teaching/learning process. This paper discusses how we have adapted an existing eclipse-based system for learning programming, so that now it has support for collaborative tasks. The new features have been specially designed to solve programming-related assignments and integrated into the learning environment. We also analyze the first impressions gathered from students in the initial experiences made on the system.
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Authors:
Cruz-Lara, Samuel and Fernandez-Manjon, Baltasar and de Carvalho, Carlos Vaz
Abstract:
The field of serious games (SGs) focuses on the design, development, application, and use of games for other purposes beyond entertainment. Education and training are the main application areas, but SG has been successfully used in different domains such as health, research, planning, emergency situations, advertising, and military for different purposes. However, despite the evidence of their effectiveness, displayed also in this IEEE RITA issue, there is still limited use of SG. There could be many reasons behind this (e.g., cost), but we think it has mainly to do with social issues and preconceptions about using games for serious purposes. Therefore, initiatives like the SEGAN network are very relevant because they address the need to systematize approaches to SG. SEGAN is a community of practice that promotes the exchange of ideas and experiences related to SG. We think it can be the right place to continue and extend the discussion on the high-quality articles that we present in this special edition about innovative approaches to SG.
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Authors:
Quintero, Iván Abadía and Rodríguez, Madelayne Morales and Barajas, Camilo Ortegón and Cerón, Juan Vicente Pradilla and Rodriguez, Patricia Madriñán and Cadavid, Andrés Navarro
Abstract:
This paper presents the development of Kroster, a serious game created for digital television using multimedia home platform (MHP) technology. The process of game creation is described from both an engineering and design point of view with discussion on various programming and graphical aspects. Some of the requirements for the development of a t-learning game are described, as are the restrictions associated with the TV platform, especially within the MHP development framework.
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Authors:
Guenaga, Mariluz and Arranz, Sonia and Florido, Isabel Rubio and Aguilar, Eduardo and de Guinea, Alex Ortiz and Rayón, Alex and Bezanilla, Mara José and Menchaca, Iratxe
Abstract:
This paper presents the research work carried out by an interdisciplinary group of technologists, educators, and entertainment experts from the University of Deusto to develop a serious game to practice generic skills in job-oriented education. This innovative serious game focuses on entrepreneurship skills and problem solving competences. Technology is a facilitator for a new teaching methodology, but it also imposes certain restrictions to be considered by the entire project team.
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Authors:
Ramos, António Galrão and Lopes, Manuel Pereira and Ávila, Paulo Silva
Abstract:
More than ever, the economic globalization is creating the need to increase business competitiveness. Lean manufacturing is a management philosophy oriented to the elimination of activities that do not create any type of value and are thus considered a waste. One of the main differences from other management philosophies is the shop-floor focus and the operators' involvement. Therefore, the training of all organization levels is crucial for the success of lean manufacturing. Universities should also participate actively in this process by developing students' lean management skills and promoting a better and faster integration of students into their future organizations. This paper proposes a single realistic manufacturing platform, involving production and assembly operations, to learn by playing many of the lean tools such as VSM, 5S, SMED, poke-yoke, line balance, TPM, Mizusumashi, plant layout, and JIT/kanban. This simulation game was built in tight cooperation with experienced lean companies under the international program “Lean Learning Academy,”http://www.leanlearningacademy.eu/ and its main aim is to make bachelor and master courses in applied sciences more attractive by integrating classic lectures with a simulated production environment that could result in more motivated students and higher study yields. The simulation game results show that our approach is efficient in providing a realistic platform for the effective learning of lean principles, tools, and mindset, which can be easily included in course classes of less than two hours.
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Authors:
Gomes, Duarte F. and Lopes, Manuel Pereira and de Carvalho, Carlos Vaz
Abstract:
The global economic crisis makes it necessary to increase business competitiveness. Lean is a manufacturing philosophy that deserves the attention of employers and their employees, since its objectives are to increase productivity, reduce waste, and optimize available resources. The 5S method is a lean tool that can improve productivity by improving the organization of the workplace. A brief survey of the market showed that there are several organizations dedicated to training and sharing this type of knowledge but only a few of them have digital tools available. Therefore, the use of a digital serious game that helps to understand the 5S method can effectively support an alternative form of learning. This article proposes a serious game that aims to respond to this need. This practical approach encourages the player to learn by trial and error. Information displayed throughout the game enhances learning, without a cognitive overload for the player. The game's evaluation has shown that our approach is efficient and results in the learning of 5S concepts.
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Authors:
Iglesias, Borja Manero and Fernández-Vara, Clara and Fernández-Manjón, Baltasar
Abstract:
In Spain, young people are losing their interest in classical drama. We believe that educational games are an excellent medium for addressing this issue. This article describes the design and implementation of a videogame based on La Dama Boba, Lope de Vega's stage play. The aim of the videogame is to motivate young people to go to classical theater plays and to familiarize students with the plot and the characters before they go to the theater. This goal is achieved by making avatars interesting to players, by incorporating different theater techniques to generate characters' personalities and by including the elements that can be used as audiovisual content such as music, scenery, and costume design. In this paper, we also present the results of an initial evaluation of the game with master's students from the E-learning group. In order to improve the game, we have studied its effects in terms of improvement of knowledge, learning outcomes, and student motivation.
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