6,279 research outputs found

    Coffee Fun, herramienta gamificada basada en la metodología de desarrollo ágil de videojuegos SUM.

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    In recent years, serious games have been applied in different contexts of application, highlighting their contribution in the educational context. This original type article presents the design, construction and evaluation of the Coffee Fun video game. Coffee Fun is a video serious game aimed at children aged 8 to 12 years old; the game has as a theme the growing of coffee beans in a simulation environment in which each player helps the growth of this plant by a few tools provided at each level of the game; in the game, different scenarios related to coffee growing environments are presented for each of its stages in a series of levels that the player must overcome to complete the game through a process of learning and entertainment.En los años recientes, los juegos serios han sido aplicados a diferentes contextos de aplicación, resaltando su contribución en el sector educativo. En este artículo de tipo original se presenta el diseño, construcción y evaluación del videojuego Coffee Fun. Este es un juego serio orientado a niños y niñas de 8 a 12 años de edadque presenta una temática de cultivo del grano de café en un entorno de simulación, en el cual cada jugador ayuda al crecimiento de esta planta por medio de unas herramientas suministradas en cada nivel del videojuego; en este se presentan escenarios con entornos relacionados al cultivo del café para cada una de sus etapas en una serie de niveles que el jugador debe superar para completar el juego mediante un proceso de aprendizaje y entretenimiento.&nbsp

    Design of a Mobile Application to Improve the Therapy Process in Children with Autism

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    Autism is a spectrum disorder that affects communication and social interaction. It has increased in recent decades, especially among children, and has had a significant impact on their lives, necessitating attention and appropriate support. A prototype mobile application was developed using the Scrum methodology, which allows for flexibility, adaptability, incremental delivery, and quality, as well as continuous improvement. The result obtained was a prototype with a design and features that facilitate patient and specialist access to healthcare areas. The quality of the prototype was evaluated by experts, who assessed its efficiency, usability, design, and functionality and obtained an average score of 4.61. This indicates that, according to the established quality range, it is high. In conclusion, the prototype enhances the therapeutic process for children with autism. It is efficient, easy to use, and has good functionality and an attractive design. This provides a solution that facilitates patients’ access to health services for their well-being

    Asthma Education Game for Children

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    Asthma is the top two of the Big Four Lung Disease in Malaysia. This disease covers about 3.25 millions of Malaysian population and the biggest group that have this disease is children below 12 years old. Bronchi Talisman is the mobile game application that is specially created for the asthmatic children. With the objective of learning the importance of asthma education and developing an interactive mobile game application, Bronchi Talisman is expected to solve the problem that has been found about asthma. The first problem is the lack of the knowledge of the parents about asthma. This followed by the lack of attractive material that is related to asthma education and the existing material is not attractive. Lastly, the existing mobile games do not educate the children about healthcare. Instead, they are just providing entertainment solely

    Rhetorics of Functionally Applicative Game Design: Designing and Testing the Project Management Game \u3ci\u3eScrummage\u3c/i\u3e

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    In this project, I designed and tested Scrummage, a tabletop game to teach the scrum project management system to undergraduate students. The project grew from the gaps in both academic literature and pedagogical tools for project management and collaboration in the technical communication classroom. Although the field of technical communication places significance on project management, research shows that many employers find the project management skills and knowledge of recent graduates to be under-developed. Situated in the fields of game design, game studies, project management, and technical communication, this project asks how we as educators can improve the project management learning outcomes for technical communication graduates. After conducting research into the forms of project management, I make the argument that using a game designed using vetted game design and playtesting techniques from the field of game design could be a possible solution to this problem. I argue for term “functionally applicative games” (instead of educational, serious, or transformative games) as a way to define games designed with objectives that extend beyond the gameplay itself. I develop a series of rhetorics of functionally applicative games to guide the development and design of these types of games. To demonstrate these rhetorics of functionally applicative game design, I developed Scrummage, a four-player cooperative game in which players work together to complete a project scenario using scrum project management. My project utilizes a dual methodological approach. The first set of methods--used for playtesting Scrummage--describe the process of crafting, designing, and revising Scrummage over a series of three playtesting sessions with undergraduate students. The second set of methods draw from instructional design testing schema and test the presumed learning outcomes of Scrummage in regards to scrum project management with a separate group of students. The results not only provide insight into development and testing a functionally applicative game, but also how the processes of introducing, teaching, and reviewing games as learning tools need a heuristic that can be utilized by educators wishing to incorporate them into the classroom

    Health Educational Potentials of Technologies.

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