1,732 research outputs found

    SLR - Análisis del Aprendizaje Basado en Juegos Serios en las Prácticas de los Estudios de Ingeniería

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    Este trabajo se trata de un Análisis Sistemático de la Literatura del uso de los juegos serios en los estudios de ingeniería.15 página

    Gamification of Cyber Security Awareness : A Systematic Review of Games

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    The frequency and severity of cyber-attacks have increased over the years with damaging consequences such as financial loss, reputational damage, and loss of sensitive data. Most of these attacks can be attributed to user error. To minimize these errors, cyber security awareness training is conducted to improve user awareness. Cyber security awareness training that is engaging, fun, and motivating is required to ensure that the awareness message gets through to users. Gamification is one such method by which cyber security awareness training can be made fun, engaging, and motivating. This thesis presents the state of the art of games used in cyber security awareness. In this regard, a systematic review of games following PRISMA guidelines was conducted on the relevant papers published between 2010 to 2021. The games were analyzed based on their purpose, cyber security topics taught, target audience, deployment methods, game genres implemented and learning mechanics applied. Analysis of these games revealed that cyber security awareness games are mostly deployed as computer games, targeted at the general public to create awareness in a wide range of cyber security topics. Most of the games implement the role-playing genre and apply demonstration learning mechanics to deliver their cyber security awareness message effectively

    Coverage of ISO/IEC 29110 project management process of basic profile by a serious game.

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    The ISO/IEC 29110 standard aims to assist and encourage Very Small Entities (VSEs) in understanding, adopting, assessing and improving their software processes to their specific needs. Although the integration of international software standards in VSEs is a relevant topic, the learning/teaching process are a considerable challenge for industrial trainers, practitioners and VSEs. In this paper, we analyze the Project Management process of the Basic Profile of the ISO/IEC 29110 and propose a simulation-based serious game for supporting the learning/teaching process of the standard. The paper provides a mapping between the different stages of the game lifecycle and the Project Management process the standard. Moreover, we present the results of a preliminary study to assess the idea of using the proposed serious game for supporting software process education, which allows getting an initial positive evidence about the potential of the game for helping to understand the Project Management process of the standard

    Requirements analysis gamification in legacy system replacement projects

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    The replacement of legacy systems in the public sector is fraught with project delays, budgetary overruns, technological and business process complexities. Moreover, the software implemented to replace legacy systems is developed or configured to largely mimic their features and functionality in order to minimize the disruption to organizational operations that accompanies the introduction of new technology. When the requirements for legacy replacement primarily replicate existing applications and processes, opportunities for business process improvement are bypassed. However, it is difficult for practitioners to transcend the business and systems models prevalent in their organizations for many years. The challenge is to support them to overcome such a difficulty, and be creative and engaged during requirements discussions. Our research aims to evaluate the utility of gamifying the requirements activities during legacy replacement projects for scoping replacement systems efforts in a way that takes advantage of opportunities for innovation while minimizing unnecessary changes to the status quo. The supplementation of the requirements process with game elements is explored in our research through the development of a requirements discussion game (RE-PROVO) and its evaluation by practitioners in two government agencies. Our findings reveal that key elements of RE-PROVO, including competition, anonymity and roleplay, encourage a more critical evaluation of business requirements in legacy replacement projects, but that the success of requirements gamification is contingent on a proper incentivization model which takes organizational culture and values into account

    Kaleidoscope JEIRP on Learning Patterns for the Design and Deployment of Mathematical Games: Final Report

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    Project deliverable (D40.05.01-F)Over the last few years have witnessed a growing recognition of the educational potential of computer games. However, it is generally agreed that the process of designing and deploying TEL resources generally and games for mathematical learning specifically is a difficult task. The Kaleidoscope project, "Learning patterns for the design and deployment of mathematical games", aims to investigate this problem. We work from the premise that designing and deploying games for mathematical learning requires the assimilation and integration of deep knowledge from diverse domains of expertise including mathematics, games development, software engineering, learning and teaching. We promote the use of a design patterns approach to address this problem. This deliverable reports on the project by presenting both a connected account of the prior deliverables and also a detailed description of the methodology involved in producing those deliverables. In terms of conducting the future work which this report envisages, the setting out of our methodology is seen by us as very significant. The central deliverable includes reference to a large set of learning patterns for use by educators, researchers, practitioners, designers and software developers when designing and deploying TEL-based mathematical games. Our pattern language is suggested as an enabling tool for good practice, by facilitating pattern-specific communication and knowledge sharing between participants. We provide a set of trails as a "way-in" to using the learning pattern language. We report in this methodology how the project has enabled the synergistic collaboration of what started out as two distinct strands: design and deployment, even to the extent that it is now difficult to identify those strands within the processes and deliverables of the project. The tools and outcomes from the project can be found at: http://lp.noe-kaleidoscope.org

    SUPPORTING THERAPY-CENTERED GAME DESIGN FOR BRAIN INJURY REHABILITATION

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    Brain injuries (BI) are a major public health issue. Many therapists who work with patients who have had a BI include games to ameliorate boredom associated with repetitive rehabilitation. However, designing effective, appropriate, and engaging games for BI therapy is challenging. The challenge is especially manifested when considering how to consolidate the different mindsets and motivations among key stakeholders; i.e., game designers and therapists. In this dissertation, I investigated the ideation, creation, and evaluation of game design patterns and a design tool, GaPBIT (Game Design Patterns for BI Therapy) that leveraged patterns to support ideation of BI therapy game concepts and facilitate communication among designers and therapists. Design patterns, originated from the work of Christopher Alexander, provide a common design language in a specific field by documenting reusable design concepts that have successfully solved recurring problems. This investigation involved four overlapping phases. In Phase One, I interviewed 11 professional game designers focused on games for health (serious games embedded with health-related goals) to explore how they perceived and approached their work. In Phase Two, I identified 25 therapy-centered game design patterns through analyzing data about game use in BI therapy. Based on those patterns, in Phase Three I created and iterated the GaPBIT prototype through user studies. In Phase Four, I conducted quasi-experimental case studies to establish the efficacy and user experience of GaPBIT in game design workshops that involved both game designers and therapists. During the design workshops, the design patterns and GaPBIT supported exploration of game design ideas and effectively facilitated discussion among designers and therapists. The results also indicated that these tools were especially beneficial for novice game designers. This work significantly promotes game design for BI rehabilitation by providing designers and therapists with easier access to the information about requirements in rehabilitation games. Additionally, this work modeled a novel research methodology for investigating domains where balancing the role of designers and other stakeholders is particularly important. Through a “practitioner-centered” process, this work also provides an exemplar of investigating technologies that directly address the information needs of professional practitioners

    Player participation in video game development

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    The trend of involving players in early game development has increased considerably during recent years. As an alternative for the traditional game creation methods, in player participation, players get to play the game and influence its development direction before the game is finished and published. Similar development methods have been employed already for long in the information systems development context, but in the early game development context, the participation of players is still a relatively unexplored area. This research attempts to fill that gap and provide a more comprehensive understanding of player participation as well as investigate its usefulness in game development. A qualitative case study approach was adopted in this study. Four Finnish game studios were invited for semi-structured interviews to share their knowledge of involving players in their projects, and 21 players responded to a questionnaire about their experiences with game development projects. Interviews were transcribed and coded along with players’ responses. Player participation is best described as a collaborative game development method characterised by voluntariness, and emphasizing communication and interaction between the player community and the game studio for creating a gameplay experience according to the emerging discourse between game studio’s development vision and players’ desires. In it, a game studio and its player community engage in various community management, communication and testing activities to create a mutually satisfying product. The participation process itself is characterised by voluntariness of participation as well as varying degrees of participation thresholds and levels of commitment towards the project among players. The benefits of player participation are found in the availability of additional resources and more cost-efficient development, validating game design choices with and targeting the gameplay experience for the player community, and developing technically a more robust game as well as the potential for better reception when the game is finished. However, the game studio has to face the challenges in managing the increased workload, potential changes in various work practices, and creating and maintaining the player community, which consists of diverse individuals with each of their varying interests and desires towards the game development project.Pelaajien osallistaminen aikaisessa pelinkehityksessä on lisääntynyt viime vuosina huomattavasti. Vaihtoehtona perinteisille pelinkehitysmenetelmille pelaajien osallistamisessa pelaajat pääsevät pelaamaan ja vaikuttamaan pelin kehityssuuntaan ennen pelin valmistumista ja julkaisua. Vastaavan kaltaisia kehitysmenetelmiä on jo pitkään käytetty tietojärjestelmien kehityksessä, mutta aikaisessa pelinkehityskontekstissa tämä on vielä varsin tutkimatonta aluetta. Tämä tutkimus pyrkii täyttämään tuota tyhjyyttä kirjallisuudessa ja tarjoamaan kokonaisvaltaisempaa ymmärrystä pelaajien osallistamisesta sekä tutkimaan sen hyödyllisyyttä pelinkehityskontekstissa. Tämä tutkimus suoritettiin laadullisena tapaustutkimuksena. Neljä suomalaista pelistudiota kutsuttiin puolistrukturoituihin haastatteluihin jakamaan heidän tietämyksensä pelaajien osallistamisesta heidän projekteissaan, ja 21 pelaajaa vastasi kyselyyn omista kokemuksistaan pelinkehitysprojekteissa. Haastattelut litteroitiin ja koodattiin pelaajien vastausten ohella. Pelaajien osallistamista voi parhaiten kuvata yhteistyökeskeisenä pelienkehitysmetodina, jossa painottuvat vapaaehtoisuus sekä kommunikointi ja vuorovaikutus pelaajayhteisön ja pelistudion välillä, ja jossa pelielämys rakentuu pelistudion vision ja pelaajayhteisön toiveiden välisen vuoropuhelun mukaisesti. Siinä pelistudio ja pelaajayhteisö osallistuvat erilaisiin yhteisönhallinta-, kommunikointi- ja testausaktiviteetteihin luodakseen molempia osapuolia tyydyttävän tuotteen. Osallistumisprosessia luonnehtivat vapaaehtoisuus, sekä pelaajien vaihtelevat osallistumiskynnyksen ja sitoutumisen tasot peliprojektia kohtaan. Pelaajien osallistamisen hyödyt tulevat lisääntyneiden resurssien saatavuudesta ja kustannustehokkaammasta kehityksestä, pelisuunnitteluun liittyvien päätösten hyväksyttämisestä pelaajien kanssa sekä pelikokemuksen kohdentamisesta pelaajille, ja teknisesti toimivamman pelin kehittämisestä sekä mahdollisuudesta parempaan vastaanottoon pelin valmistuttua. Kuitenkin pelistudion täytyy myös kohdata pelaajien osallistamisesta juontavat haasteet, kuten lisääntyneen työmäärän hallitseminen, mahdolliset muutokset eri työkäytännöissä, ja pelaajayhteisön, joka koostuu erilaisista yksilöistä, joista jokaisella on omat eriävät intressit ja toiveet peliprojektia kohtaan, rakentaminen sekä ylläpito

    Digital Government Systems: Tackling The Legacy Problem Through A Game-Based Approach To Business Requirements Analysis

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    Government agency reliance on legacy systems is problematic: they are costly to maintain, difficult to integrate with and they hinder innovation. However, the replacement of legacy systems is not a straightforward endeavor, and it often results in technology substitution that is not accompanied by business process change. The focus of this dissertation is on the phenomenon of legacy system replication wherein the requirements for applications replacing outdated technologies mimic legacy features and reflect status quo operational processes that have been historically shaped by the legacy system itself. This problem is referred to throughout the dissertation as the “legacy problem.” The dissertation investigates its roots and proposes an approach to overcome it. Specifically, a mixed method research approach is taken, including a survey of public sector practitioners to explore the extent of the legacy problem, and a series of semi-structured interviews with government information technology and management professionals to delve into the dynamics of legacy system replacement projects. Findings indicate that the legacy problem often stems from a lack of critical analysis of business requirements and the desire to minimize the risks associated with organizational change, which often result in missed opportunities for digital government innovation. As a consequence, the dissertation proposes a candidate approach to deal with the legacy problem in the development of a requirements game (RE-PROVO) which supports requirements discussions structured around the themes of legacy (or heritage) preservation and innovation. The game is evaluated by local government practitioners through several iterations and their feedback is analysed to gauge the potential utility of the approach. The results indicate that with a streamlined user interface and accentuated game elements RE-PROVO can be a valuable and effective tool for requirements analysis in legacy system replacement projects

    Processes and models for serious game design and development

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