Mostrar el registro sencillo del ítem

dc.creatorPuerta L.N.Z.spa
dc.creatorAlvarez M.C.G.spa
dc.date.accessioned2018-10-31T13:09:06Z
dc.date.available2018-10-31T13:09:06Z
dc.date.created2018
dc.identifier.isbn9789899843486
dc.identifier.issn21660727
dc.identifier.urihttp://hdl.handle.net/11407/4842
dc.descriptionWith 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.spa
dc.language.isospa
dc.publisherIEEE Computer Societyspa
dc.relation.isversionofhttps://www.scopus.com/inward/record.uri?eid=2-s2.0-85049911816&doi=10.23919%2fCISTI.2018.8399326&partnerID=40&md5=ffcab9c996421ee1d1475c54479e6d05spa
dc.sourceScopusspa
dc.subjectActive methodologiesspa
dc.subjectGame-based learningspa
dc.subjectProgrammingspa
dc.subjectSerious gamesspa
dc.subjectVideo gamesspa
dc.subjectComputer aided instructionspa
dc.subjectHuman computer interactionspa
dc.subjectInformation systemsspa
dc.subjectInformation usespa
dc.subjectMathematical programmingspa
dc.subjectMotivationspa
dc.subjectSerious gamesspa
dc.subjectStudentsspa
dc.subjectTeachingspa
dc.subjectActive methodologiesspa
dc.subjectCollaborative Workspa
dc.subjectGame-based Learningspa
dc.subjectLearning environmentsspa
dc.subjectMethodological approachspa
dc.subjectTechnological advancesspa
dc.subjectTechnological changespa
dc.subjectVideo gamespa
dc.subjectEngineering educationspa
dc.titleA 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]spa
dc.typeConference Papereng
dc.rights.accessrightsinfo:eu-repo/semantics/restrictedAccess
dc.publisher.programIngeniería de Sistemasspa
dc.contributor.affiliationPuerta, L.N.Z., Politécnico Colombiano J.I.C.;Alvarez, M.C.G., Universidad de Medellínspa
dc.identifier.doi10.23919/CISTI.2018.8399326
dc.relation.citationvolume2018-June
dc.relation.citationstartpage1
dc.relation.citationendpage6
dc.publisher.facultyFacultad de Ingenieríasspa
dc.relation.ispartofesIberian Conference on Information Systems and Technologies, CISTIspa
dc.relation.referencesPrensky, 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. 105-112spa
dc.type.versioninfo:eu-repo/semantics/publishedVersion
dc.type.driverinfo:eu-repo/semantics/conferenceObject


Ficheros en el ítem

FicherosTamañoFormatoVer

No hay ficheros asociados a este ítem.

Este ítem aparece en la(s) siguiente(s) colección(ones)

Mostrar el registro sencillo del ítem