A methodological proposal to learn to program through the development of video games [Una propuesta metodológica para aprender a programar a través del desarrollo de videojuegos]

With the advent of the digital era, new technologies have brought technological changes, which have permeated the industry, the media and, in general, society. These technological advances should encourage that education pass from the transmission of content to the creation of meaningful learning en...

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Tipo de recurso:
Fecha de publicación:
2018
Institución:
Universidad de Medellín
Repositorio:
Repositorio UDEM
Idioma:
spa
OAI Identifier:
oai:repository.udem.edu.co:11407/4842
Acceso en línea:
http://hdl.handle.net/11407/4842
Palabra clave:
Active methodologies
Game-based learning
Programming
Serious games
Video games
Computer aided instruction
Human computer interaction
Information systems
Information use
Mathematical programming
Motivation
Serious games
Students
Teaching
Active methodologies
Collaborative Work
Game-based Learning
Learning environments
Methodological approach
Technological advances
Technological change
Video game
Engineering education
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License
http://purl.org/coar/access_right/c_16ec
id REPOUDEM2_cfd2c8f26eb9daf29987624f5e5eed68
oai_identifier_str oai:repository.udem.edu.co:11407/4842
network_acronym_str REPOUDEM2
network_name_str Repositorio UDEM
repository_id_str
dc.title.spa.fl_str_mv A methodological proposal to learn to program through the development of video games [Una propuesta metodológica para aprender a programar a través del desarrollo de videojuegos]
title A methodological proposal to learn to program through the development of video games [Una propuesta metodológica para aprender a programar a través del desarrollo de videojuegos]
spellingShingle A methodological proposal to learn to program through the development of video games [Una propuesta metodológica para aprender a programar a través del desarrollo de videojuegos]
Active methodologies
Game-based learning
Programming
Serious games
Video games
Computer aided instruction
Human computer interaction
Information systems
Information use
Mathematical programming
Motivation
Serious games
Students
Teaching
Active methodologies
Collaborative Work
Game-based Learning
Learning environments
Methodological approach
Technological advances
Technological change
Video game
Engineering education
title_short A methodological proposal to learn to program through the development of video games [Una propuesta metodológica para aprender a programar a través del desarrollo de videojuegos]
title_full A methodological proposal to learn to program through the development of video games [Una propuesta metodológica para aprender a programar a través del desarrollo de videojuegos]
title_fullStr A methodological proposal to learn to program through the development of video games [Una propuesta metodológica para aprender a programar a través del desarrollo de videojuegos]
title_full_unstemmed A methodological proposal to learn to program through the development of video games [Una propuesta metodológica para aprender a programar a través del desarrollo de videojuegos]
title_sort A methodological proposal to learn to program through the development of video games [Una propuesta metodológica para aprender a programar a través del desarrollo de videojuegos]
dc.contributor.affiliation.spa.fl_str_mv Puerta, L.N.Z., Politécnico Colombiano J.I.C.;Alvarez, M.C.G., Universidad de Medellín
dc.subject.spa.fl_str_mv Active methodologies
Game-based learning
Programming
Serious games
Video games
Computer aided instruction
Human computer interaction
Information systems
Information use
Mathematical programming
Motivation
Serious games
Students
Teaching
Active methodologies
Collaborative Work
Game-based Learning
Learning environments
Methodological approach
Technological advances
Technological change
Video game
Engineering education
topic Active methodologies
Game-based learning
Programming
Serious games
Video games
Computer aided instruction
Human computer interaction
Information systems
Information use
Mathematical programming
Motivation
Serious games
Students
Teaching
Active methodologies
Collaborative Work
Game-based Learning
Learning environments
Methodological approach
Technological advances
Technological change
Video game
Engineering education
description With the advent of the digital era, new technologies have brought technological changes, which have permeated the industry, the media and, in general, society. These technological advances should encourage that education pass from the transmission of content to the creation of meaningful learning environments. The lack of these changes means that students must overcome a series of situations that range from very rigid courses in their methodology, centered on the teacher, and not on the learner, generating apathy and disinterest in learning. Therefore, this work proposes to use teaching-learning methodologies that allow a greater participation of the student during their cognitive process, involving their interests and passions, facilitating collaborative work, and above all, generating motivation to learn. This is why this article proposes a methodological approach aimed at teaching-learning programming based on the development of video games with the purpose of engaging and motivating students during their learning. © 2018 AISTI.
publishDate 2018
dc.date.accessioned.none.fl_str_mv 2018-10-31T13:09:06Z
dc.date.available.none.fl_str_mv 2018-10-31T13:09:06Z
dc.date.created.none.fl_str_mv 2018
dc.type.eng.fl_str_mv Conference Paper
dc.type.coarversion.fl_str_mv http://purl.org/coar/version/c_970fb48d4fbd8a85
dc.type.coar.fl_str_mv http://purl.org/coar/resource_type/c_c94f
dc.type.driver.none.fl_str_mv info:eu-repo/semantics/conferenceObject
dc.identifier.isbn.none.fl_str_mv 9789899843486
dc.identifier.issn.none.fl_str_mv 21660727
dc.identifier.uri.none.fl_str_mv http://hdl.handle.net/11407/4842
dc.identifier.doi.none.fl_str_mv 10.23919/CISTI.2018.8399326
identifier_str_mv 9789899843486
21660727
10.23919/CISTI.2018.8399326
url http://hdl.handle.net/11407/4842
dc.language.iso.none.fl_str_mv spa
language spa
dc.relation.isversionof.spa.fl_str_mv https://www.scopus.com/inward/record.uri?eid=2-s2.0-85049911816&doi=10.23919%2fCISTI.2018.8399326&partnerID=40&md5=ffcab9c996421ee1d1475c54479e6d05
dc.relation.citationvolume.spa.fl_str_mv 2018-June
dc.relation.citationstartpage.spa.fl_str_mv 1
dc.relation.citationendpage.spa.fl_str_mv 6
dc.relation.ispartofes.spa.fl_str_mv Iberian Conference on Information Systems and Technologies, CISTI
dc.relation.references.spa.fl_str_mv Prensky, M., Nativos e inmigrantes digitales (2010) Cuadrenos SEK 2.o, No. M-24433-2010, p. 21;Yadin, A., Reducing the dropout rate in an introductory programming course (2011) ACM Inroads, 2 (4), p. 71;Ouahbi, I., Kaddari, F., Darhmaoui, H., Elachqar, A., (2014) Serious Games for Teaching Combined Basic Programming and English Communication for Non-science Major Students, 1, pp. 77-89;Muratet, M., Torguet, P., Jessel, J.P., Viallet, F., Towards a serious game to help students learn computer programming (2009) Int. J. Comput. Games Technol, 2009;Isomottonen, V., K-12 Game Programming Course Concept Using Textual Programming, pp. 459-464;Falkner, K., Vivian, R., Falkner, N., The australian digital technologies curriculum challenge and opportunity (2014) 16th Australas. Comput. Educ. Conf, pp. 3-12;Eagle, M., Barnes, T., Evaluation of a game-based lab assignment (2009) Proc. 4th Int. Conf. Found. Digit. Games-FDG '09, p. 64;Alshaigy, B., (2013) Development of An Interactive Learning Tool to Teach Python Programming Language, 34 (2002), p. 4503;Ouahbi, I., Kaddari, F., Darhmaoui, H., Elachqar, A., Lahmine, S., Learning basic programming concepts by creating games with scratch programming environment (2015) Procedia-Soc. Behav. Sci, 191, pp. 1479-1482;Jones, M.E., Kisthardt, M., Cooper, M.A., Interdisciplinary teaching: Introductory programming via creative writing (2011) Proc. 42nd ACM, pp. 523-528;Malliarakis, C., Satratzemi, M., Xinogalos, S., Towards a new massive multiplayer online role playing game for introductory programming (2013) 6th Balk. Conf. Informatics, pp. 156-163;Games-Improving the economy (2014) Soc. Sci. Comput. Rev, 4 (1), pp. 7-9. , Entertainment Software Assotiation;2015 essential facts about the computer and video game industry (2015) Soc. Sci. Comput. Rev, 4 (1), pp. 2-4. , Entertainment Software Assotiation;Fowler, A., Cusack, B., Kodu Game Lab: Improving the motivation for learning programming concepts (2011) Found. Digit. Games, pp. 238-240;Overmars, M., Teaching computer science through game design (2004) Computer (Long. Beach. Calif), 37 (4), pp. 81-83;Sweetser, P., Teaching games level design using the starcraft II editor (2013) J. Learn. des, 6 (2), pp. 12-26;Angotti, R., Hillyard, C., Panitz, M., Sung, K., Marino, K., Gamethemed instructional modules: A video case study (2010) FDG 2010-Proc. 5th Int. Conf. Found. Digit. Games, pp. 9-16;Zhang, J., Smith, E., Caldwell, E.R., Perkins, M., Luther, M.K., Jr., LEARNING and PRACTICING DECISION STRUCTURES in A, pp. 60-67;Isomottonen, V., Lakanen, A.-J., Lappalainen, V., K-12 game programming course concept using textual programming (2011) Proc. 42nd ACM Tech. Symp. Comput. Sci. Educ.-SIGCSE '11, p. 459;Chapman, B.E., Irwin, J., (2015) Python as a first programming language for biomedical scientists, pp. 12-17. , Scipy;Stephenson, B., Using python and quickdraw to foster student engagement in cs1 (2009) Proc. 24th ACM SIGPLAN Conf. Companion Object Oriented Program. Syst. Lang. Appl, pp. 675-682;Isomottonen, V., Lakanen, A.-J., Lappalainen, V., K-12 game programming course concept using textual programming (2011) Proc. 42nd ACM Tech. Symp. Comput. Sci. Educ.-SIGCSE '11, p. 459;Leping, V., Lepp, M., Niitsoo, M., Tonisson, E., Vene, V., Villems, A., Python prevails (2009) Proc. Int. Conf. Comput. Syst. Technol. Work. PhD Students Comput.-CompSysTech '09, p. 1;Garcia, D.L., (2014) Metodologia Ontologica para El Desarrollo de Videojuegos;Coppes, A., Viera, A., Fern, E., Vallespir, D., (2009) Una Metodologia Agil para Desarrollo de Videojuegos;Abraham, G., Urrutia, M., Esther, C., Lopez, N., Felipe, L., Martinez, F., (2010) Procesos de Desarrollo para Videojuegos Resumen, (36), pp. 25-39;Deemer, P., Benefield, G., Larman, C., Vodde, B., (2012) Una Introduccion Basica A la Teoria y Practica de Scrum;Contreras, F., (2013) La Gamificacion Al Servicio de Nuevos Modelos de Comunicacion Surgidos de la Cibercultura, , U. de Sevilla;Felipe, A., Corcho, P., (2014) Modelo Tecno-pedagogico Basado en Ludificacion y Programacion Competitiva para El Diseno de Cursos de Programacion;Behnke, K.A., Bennett, J.K., Lewis, C., (2015) Gamification in Introductory;Vargas-Enriquez, J., Garcia-Mundo, L., Genero, M., Piattini, M., (2015) Analisis de Uso de la Gamificacion en la Ensenanza de la Informatica, pp. 105-112
dc.rights.coar.fl_str_mv http://purl.org/coar/access_right/c_16ec
rights_invalid_str_mv http://purl.org/coar/access_right/c_16ec
dc.publisher.spa.fl_str_mv IEEE Computer Society
dc.publisher.program.spa.fl_str_mv Ingeniería de Sistemas
dc.publisher.faculty.spa.fl_str_mv Facultad de Ingenierías
dc.source.spa.fl_str_mv Scopus
institution Universidad de Medellín
repository.name.fl_str_mv Repositorio Institucional Universidad de Medellin
repository.mail.fl_str_mv repositorio@udem.edu.co
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spelling 2018-10-31T13:09:06Z2018-10-31T13:09:06Z2018978989984348621660727http://hdl.handle.net/11407/484210.23919/CISTI.2018.8399326With the advent of the digital era, new technologies have brought technological changes, which have permeated the industry, the media and, in general, society. These technological advances should encourage that education pass from the transmission of content to the creation of meaningful learning environments. The lack of these changes means that students must overcome a series of situations that range from very rigid courses in their methodology, centered on the teacher, and not on the learner, generating apathy and disinterest in learning. Therefore, this work proposes to use teaching-learning methodologies that allow a greater participation of the student during their cognitive process, involving their interests and passions, facilitating collaborative work, and above all, generating motivation to learn. This is why this article proposes a methodological approach aimed at teaching-learning programming based on the development of video games with the purpose of engaging and motivating students during their learning. © 2018 AISTI.spaIEEE Computer SocietyIngeniería de SistemasFacultad de Ingenieríashttps://www.scopus.com/inward/record.uri?eid=2-s2.0-85049911816&doi=10.23919%2fCISTI.2018.8399326&partnerID=40&md5=ffcab9c996421ee1d1475c54479e6d052018-June16Iberian Conference on Information Systems and Technologies, CISTIPrensky, M., Nativos e inmigrantes digitales (2010) Cuadrenos SEK 2.o, No. M-24433-2010, p. 21;Yadin, A., Reducing the dropout rate in an introductory programming course (2011) ACM Inroads, 2 (4), p. 71;Ouahbi, I., Kaddari, F., Darhmaoui, H., Elachqar, A., (2014) Serious Games for Teaching Combined Basic Programming and English Communication for Non-science Major Students, 1, pp. 77-89;Muratet, M., Torguet, P., Jessel, J.P., Viallet, F., Towards a serious game to help students learn computer programming (2009) Int. J. Comput. Games Technol, 2009;Isomottonen, V., K-12 Game Programming Course Concept Using Textual Programming, pp. 459-464;Falkner, K., Vivian, R., Falkner, N., The australian digital technologies curriculum challenge and opportunity (2014) 16th Australas. Comput. Educ. Conf, pp. 3-12;Eagle, M., Barnes, T., Evaluation of a game-based lab assignment (2009) Proc. 4th Int. Conf. Found. Digit. Games-FDG '09, p. 64;Alshaigy, B., (2013) Development of An Interactive Learning Tool to Teach Python Programming Language, 34 (2002), p. 4503;Ouahbi, I., Kaddari, F., Darhmaoui, H., Elachqar, A., Lahmine, S., Learning basic programming concepts by creating games with scratch programming environment (2015) Procedia-Soc. Behav. Sci, 191, pp. 1479-1482;Jones, M.E., Kisthardt, M., Cooper, M.A., Interdisciplinary teaching: Introductory programming via creative writing (2011) Proc. 42nd ACM, pp. 523-528;Malliarakis, C., Satratzemi, M., Xinogalos, S., Towards a new massive multiplayer online role playing game for introductory programming (2013) 6th Balk. Conf. Informatics, pp. 156-163;Games-Improving the economy (2014) Soc. Sci. Comput. Rev, 4 (1), pp. 7-9. , Entertainment Software Assotiation;2015 essential facts about the computer and video game industry (2015) Soc. Sci. Comput. Rev, 4 (1), pp. 2-4. , Entertainment Software Assotiation;Fowler, A., Cusack, B., Kodu Game Lab: Improving the motivation for learning programming concepts (2011) Found. Digit. Games, pp. 238-240;Overmars, M., Teaching computer science through game design (2004) Computer (Long. Beach. Calif), 37 (4), pp. 81-83;Sweetser, P., Teaching games level design using the starcraft II editor (2013) J. Learn. des, 6 (2), pp. 12-26;Angotti, R., Hillyard, C., Panitz, M., Sung, K., Marino, K., Gamethemed instructional modules: A video case study (2010) FDG 2010-Proc. 5th Int. Conf. Found. Digit. Games, pp. 9-16;Zhang, J., Smith, E., Caldwell, E.R., Perkins, M., Luther, M.K., Jr., LEARNING and PRACTICING DECISION STRUCTURES in A, pp. 60-67;Isomottonen, V., Lakanen, A.-J., Lappalainen, V., K-12 game programming course concept using textual programming (2011) Proc. 42nd ACM Tech. Symp. Comput. Sci. Educ.-SIGCSE '11, p. 459;Chapman, B.E., Irwin, J., (2015) Python as a first programming language for biomedical scientists, pp. 12-17. , Scipy;Stephenson, B., Using python and quickdraw to foster student engagement in cs1 (2009) Proc. 24th ACM SIGPLAN Conf. Companion Object Oriented Program. Syst. Lang. Appl, pp. 675-682;Isomottonen, V., Lakanen, A.-J., Lappalainen, V., K-12 game programming course concept using textual programming (2011) Proc. 42nd ACM Tech. Symp. Comput. Sci. Educ.-SIGCSE '11, p. 459;Leping, V., Lepp, M., Niitsoo, M., Tonisson, E., Vene, V., Villems, A., Python prevails (2009) Proc. Int. Conf. Comput. Syst. Technol. Work. PhD Students Comput.-CompSysTech '09, p. 1;Garcia, D.L., (2014) Metodologia Ontologica para El Desarrollo de Videojuegos;Coppes, A., Viera, A., Fern, E., Vallespir, D., (2009) Una Metodologia Agil para Desarrollo de Videojuegos;Abraham, G., Urrutia, M., Esther, C., Lopez, N., Felipe, L., Martinez, F., (2010) Procesos de Desarrollo para Videojuegos Resumen, (36), pp. 25-39;Deemer, P., Benefield, G., Larman, C., Vodde, B., (2012) Una Introduccion Basica A la Teoria y Practica de Scrum;Contreras, F., (2013) La Gamificacion Al Servicio de Nuevos Modelos de Comunicacion Surgidos de la Cibercultura, , U. de Sevilla;Felipe, A., Corcho, P., (2014) Modelo Tecno-pedagogico Basado en Ludificacion y Programacion Competitiva para El Diseno de Cursos de Programacion;Behnke, K.A., Bennett, J.K., Lewis, C., (2015) Gamification in Introductory;Vargas-Enriquez, J., Garcia-Mundo, L., Genero, M., Piattini, M., (2015) Analisis de Uso de la Gamificacion en la Ensenanza de la Informatica, pp. 105-112ScopusActive methodologiesGame-based learningProgrammingSerious gamesVideo gamesComputer aided instructionHuman computer interactionInformation systemsInformation useMathematical programmingMotivationSerious gamesStudentsTeachingActive methodologiesCollaborative WorkGame-based LearningLearning environmentsMethodological approachTechnological advancesTechnological changeVideo gameEngineering educationA methodological proposal to learn to program through the development of video games [Una propuesta metodológica para aprender a programar a través del desarrollo de videojuegos]Conference Paperinfo:eu-repo/semantics/conferenceObjecthttp://purl.org/coar/version/c_970fb48d4fbd8a85http://purl.org/coar/resource_type/c_c94fPuerta, L.N.Z., Politécnico Colombiano J.I.C.;Alvarez, M.C.G., Universidad de MedellínPuerta L.N.Z.Alvarez M.C.G.http://purl.org/coar/access_right/c_16ec11407/4842oai:repository.udem.edu.co:11407/48422020-05-27 16:25:52.869Repositorio Institucional Universidad de Medellinrepositorio@udem.edu.co