5 research outputs found
Estado del arte sobre el modelado conceptual de juegos serios mediante un mapeo sistemático de la literatura
Serious games are those games whose objective is to stimulate learning or the acquisition of knowledge or a skill. Currently, there is a trend in the market towards the generation of this type of games. Given the importance of conceptualizing the domain of a problem and its solution, this paper presents the results of a systematic mapping of the literature, Systematic Mapping Study (SMS), with the purpose of identifying the state of the art and discovering the existing contributions regarding the conceptual modeling of serious games. A search was carried out in Scopus, IEEE Xplore and ACM digital libraries from January 2010 to June 2021. Of a total of 558 articles identified, 31 primary studies were analyzed.
It was evidenced that the use of UML prevails for the modeling of serious games, mainly for class and activity diagrams, together with other languages such as UP4EG, DSML, Deterministic Finite Automaton (DFA), Discrete Event System Specification (DEVS) and Fuzzy Inference Systems (FIS). Thirty percent of the primary studies propose a framework and another 30% propose a development methodology. Most of these frameworks do not specify how to perform conceptual modeling.Los juegos serios son aquellos juegos cuyo objetivo es estimular el aprendizaje o la adquisición de un conocimiento o una habilidad. Actualmente, existe una tendencia en el mercado hacia la generación de este tipo de juegos. Dada la importancia de conceptualizar el dominio de un problema y su solución, este trabajo presenta los resultados de un mapeo sistemático de la literatura, Systematic Mapping Study (SMS), con el propósito de identificar el estado del arte y descubrir los aportes existentes sobre el modelado conceptual de los juegos serios. Se realizó una búsqueda en bibliotecas digitales Scopus, IEEE Xplore y ACM desde enero de 2010 hasta junio de 2021. De un total de 558 artículos identificados, se analizaron 31 estudios primarios. Se evidenció que prevalece el uso de UML para el modelado de juegos serios, principalmente para diagramas de clases y actividades, junto con otros lenguajes como UP4EG, DSML, Deterministic Finite Automaton (DFA), Discrete Event System Specification (DEVS) y Fuzzy Inference Systems (FIS).Facultad de Informátic
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Digital Government Systems: Tackling The Legacy Problem Through A Game-Based Approach To Business Requirements Analysis
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
Software process for developing educational electronic games at the academy (PDJEA)
Orientador: Marcos Augusto Francisco BorgesDissertação (mestrado) - Universidade Estadual de Campinas, Faculdade de TecnologiaResumo: O desenvolvimento de um jogo eletrônico envolve uma série de atividades multidisciplinares que tornam esse processo uma tarefa complexa. No caso de jogos eletrônicos educacionais, também chamados jogos sérios, o desenvolvimento envolve outras atividades como, por exemplo, a definição de objetivos educacionais e a abordagem de ensino, aumentando a complexidade do desenvolvimento. O desenvolvimento de jogos sérios no contexto acadêmico, tem a dinâmica da academia em relação a recursos humanos, pois os projetos são conduzidos por alunos com baixa disponibilidade e alta rotatividade. Toda essa complexidade deve ser gerenciada, para que os problemas que dificultam o sucesso e a continuidade dos projetos sejam minimizados. Este trabalho apresenta um processo de software iterativo e incremental para o desenvolvimento de jogos eletrônicos educacionais na academia denominado PDJEA. Este processo foi criado com base em uma metodologia de desenvolvimento especifica para jogos sérios, que foi modificada, adotando os conceitos do desenvolvimento incremental e do Scrum, com a inclusão de um modelo de documento de design do jogo (GDD), proposto por esta pesquisa, e o uso de metadados de objetos de aprendizagem. O PDJEA visa contribuir para o desenvolvimento de jogos eletrônicos educacionais na academia, fornecendo um processo padronizado e documentado que objetiva minimizar os problemas relatados. O PDJEA foi aplicado no desenvolvimento de um jogo, a fim de analisar sua efetividade. Com base nessa experiência, foram feitos refinamentos no processo e seus documentos. O estudo de caso mostrou que o uso do PDJEA pode contribuir para a continuidade do desenvolvimento de um jogo sério por uma nova equipeAbstract: Developing an electronic game involves a series of multidisciplinary activities that make this process a complex task. In the case of educational electronic games, also called serious games, development involves other activities such as definition educational goals and teaching approach, increasing the complexity of development. Serious games development in an academic context deals with the dynamics of the academy in relation to human resources, because the projects are conducted by students with low availability and high turnover. All of this complexity must be managed, so that the problems that make it difficult the success and continuity of the projects are minimized. This work presents an iterative and incremental software process for the development of educational electronic games in the academy called PDJEA. This process was created based on a development methodology specific to serious games, which was modified, adopting the concepts of incremental development and Scrum, including a game design document (GDD) model, proposed by this research, and using learning object metadata. PDJEA intends to contribute to the development of educational electronic games in academia by providing a standardized and documented process that aims to minimize reported problems. The PDJEA was applied to the development of a game, in order to analyze its effectiveness. Based on this experience, refinements were made to the process and its documents. The case study showed that the use of PDJEA can contribute to the development continuity of a serious game by a new teamMestradoSistemas de Informação e ComunicaçãoMestre em Tecnologi