TEST: Serious games for radio communications learning

The game industry has suffered an impressive explosion of popularity, becoming the largest entertainment industry in the world. Games have become a sophisticated extension of the reality and an interesting way for complementing human mind utopias. Training software allows the trainee to immerse in q...

Full description

Autores:
Navarro Cadavid, Andrés
Gonzalez, Alejandra Ximena
Alonso Cifuentes, Julio Cesar
Abadiá, Iván
Londoño Moreno, Sebastian
Pradilla, Juan Vicente
Tipo de recurso:
http://purl.org/coar/resource_type/c_c94f
Fecha de publicación:
2013
Institución:
Universidad ICESI
Repositorio:
Repositorio ICESI
Idioma:
eng
OAI Identifier:
oai:repository.icesi.edu.co:10906/82390
Acceso en línea:
http://ieeexplore.ieee.org/document/6684878/
https://nebulosa.icesi.edu.co:2180/record/display.uri?eid=2-s2.0-84893328677&origin=resultslist&sort=plf-f&src=s&st1=Test%3a+Serious+Games+For+Radio+Communications+Learning&st2=&sid=60562a9a2d1921fedb2e0d8096b1e604&sot=b&sdt=b&sl=68&s=TITLE-ABS-KEY%28Test%3a+Serious+Games+For+Radio+Communications+Learning%29&relpos=0&citeCnt=2&searchTerm=
http://repository.icesi.edu.co/biblioteca_digital/handle/10906/82390
http://dx.doi.org/10.1109/FIE.2013.6684878
Palabra clave:
Telecomunicaciones
Telecommunication
Informática
Software
Plataforma
Rights
openAccess
License
https://creativecommons.org/licenses/by-nc-nd/4.0/
Description
Summary:The game industry has suffered an impressive explosion of popularity, becoming the largest entertainment industry in the world. Games have become a sophisticated extension of the reality and an interesting way for complementing human mind utopias. Training software allows the trainee to immerse in quasi-real controlled situations that could be measured by trainers. In this work we discuss the duality existing between the training based on a serious game and a simple game, based on state of the art technologies. Then we show a training system for telecommunications technicians based on a combination between serious games and "traditional" e-learning platform. We show results for a trial made with a group of students from different disciplines (not only engineering) in order to evaluate learning outcomes using serious games versus other learning approaches. In this paper we discuss such results and make a descriptive statistical analysis of the results