Process for modeling competencies for developing serious games

Nowadays, serious games play an outstanding role in the adoption of competencies since they provide immersion, fun, motivation and a high level of engagement among users. This research proposes a process called “Competency-based Decomposition” that allows the identification and modelling of syllabus...

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Main Authors: Arturo Barajas Saavedra, Francisco Javier Álvarez Rodríguez, Jaime Muñoz Arteaga, Ana Cecilia Oviedo de Luna
Format: Article
Language:English
Published: Universidad Autónoma de Baja California 2016-09-01
Series:Revista Electrónica de Investigación Educativa
Subjects:
Online Access:http://redie.uabc.mx/redie/article/view/1071
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spelling doaj-2dbfe6edb5e54df2a9ce8d2df709a19d2020-12-02T08:15:20ZengUniversidad Autónoma de Baja CaliforniaRevista Electrónica de Investigación Educativa1607-40412016-09-01183146160Process for modeling competencies for developing serious gamesArturo Barajas Saavedra0Francisco Javier Álvarez Rodríguez1Jaime Muñoz Arteaga2Ana Cecilia Oviedo de Luna 3Universidad Autónoma de AguascalientesUniversidad Autónoma de AguascalientesUniversidad Autónoma de AguascalientesUniversidad Autónoma de AguascalientesNowadays, serious games play an outstanding role in the adoption of competencies since they provide immersion, fun, motivation and a high level of engagement among users. This research proposes a process called “Competency-based Decomposition” that allows the identification and modelling of syllabus competencies for the development of serious games to ensure the correct implementation of pedagogical aspects. This is extremely important to ensure a high level of adoption of the competencies by game users. The focus of this research is to guarantee the correct implementation of pedagogical aspects (learning activities and content, expected learning, etc.) in the production of serious games. This article presents the theoretical foundations of the research and details of the competency-based decomposition process, including the application process and its application in mathematics classes for the sixth grade of elementary school. The results obtained in this research are the successful identification of six competencies and 19 areas of knowledge, and the production of 50 short serious games based on the identified competencies and areas of knowledge. These games have been tested on students, resulting in an improvement in learning.http://redie.uabc.mx/redie/article/view/1071Educative technologyshort serious gamescompetencies
collection DOAJ
language English
format Article
sources DOAJ
author Arturo Barajas Saavedra
Francisco Javier Álvarez Rodríguez
Jaime Muñoz Arteaga
Ana Cecilia Oviedo de Luna
spellingShingle Arturo Barajas Saavedra
Francisco Javier Álvarez Rodríguez
Jaime Muñoz Arteaga
Ana Cecilia Oviedo de Luna
Process for modeling competencies for developing serious games
Revista Electrónica de Investigación Educativa
Educative technology
short serious games
competencies
author_facet Arturo Barajas Saavedra
Francisco Javier Álvarez Rodríguez
Jaime Muñoz Arteaga
Ana Cecilia Oviedo de Luna
author_sort Arturo Barajas Saavedra
title Process for modeling competencies for developing serious games
title_short Process for modeling competencies for developing serious games
title_full Process for modeling competencies for developing serious games
title_fullStr Process for modeling competencies for developing serious games
title_full_unstemmed Process for modeling competencies for developing serious games
title_sort process for modeling competencies for developing serious games
publisher Universidad Autónoma de Baja California
series Revista Electrónica de Investigación Educativa
issn 1607-4041
publishDate 2016-09-01
description Nowadays, serious games play an outstanding role in the adoption of competencies since they provide immersion, fun, motivation and a high level of engagement among users. This research proposes a process called “Competency-based Decomposition” that allows the identification and modelling of syllabus competencies for the development of serious games to ensure the correct implementation of pedagogical aspects. This is extremely important to ensure a high level of adoption of the competencies by game users. The focus of this research is to guarantee the correct implementation of pedagogical aspects (learning activities and content, expected learning, etc.) in the production of serious games. This article presents the theoretical foundations of the research and details of the competency-based decomposition process, including the application process and its application in mathematics classes for the sixth grade of elementary school. The results obtained in this research are the successful identification of six competencies and 19 areas of knowledge, and the production of 50 short serious games based on the identified competencies and areas of knowledge. These games have been tested on students, resulting in an improvement in learning.
topic Educative technology
short serious games
competencies
url http://redie.uabc.mx/redie/article/view/1071
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