A Novel UML-Based Methodology for Modeling Adventure-Based Educational Games

Autores
De Lope, Rafael P.; Medina Medina, Nuria; Urbieta, Matías; Lliteras, Alejandra Beatriz; Mora García, Antonio
Año de publicación
2021
Idioma
inglés
Tipo de recurso
artículo
Estado
versión publicada
Descripción
In the last years, the growth of serious games has been continuous. This kind of games have been successfully exploited in different areas, so they have been designed with extremely varied features according to the particular necessities of their ‘serious’ purpose. One of the most prolific application areas is the education (educational serious games). Besides, one of the genres that probably better suits to this type of games is the adventure, given the relevance of the narrative in this genre. However, in spite of the powerful tool that this kind of video games has proved to be in the classroom, a few methodological efforts have been conducted in order to involve pedagogues or educators in the design loop of these games or, one step further, include students in the co-design process to promote learning through design as a context. With this main objective, this paper presents a set of metamodels that could facilitate the conceptual design of this type of games. To this end, a complete graphical notation based on the UML standard (with adaptations) is defined for representing the components of this type of games; having in mind to improve the collaboration between the team of pedagogues/students and the technical team during the design process. Finally, the design diagrams defined during the production of a specific serious game, titled Uranus, are illustrated, in order to show the feasibility of the proposal. In addition, a validation experience was conducted with pedagogues and computer engineering students in order to test the value of the proposed graphic notation to design educational games.
Materia
Ciencias de la Computación e Información
Computers and Education
Adventure-Based Educational Games
Design Tools and Techniques
Modelling Language
Nivel de accesibilidad
acceso abierto
Condiciones de uso
http://creativecommons.org/licenses/by-nc-sa/4.0/
Repositorio
CIC Digital (CICBA)
Institución
Comisión de Investigaciones Científicas de la Provincia de Buenos Aires
OAI Identificador
oai:digital.cic.gba.gob.ar:11746/11559

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repository_id_str 9441
network_name_str CIC Digital (CICBA)
spelling A Novel UML-Based Methodology for Modeling Adventure-Based Educational GamesDe Lope, Rafael P.Medina Medina, NuriaUrbieta, MatíasLliteras, Alejandra BeatrizMora García, AntonioCiencias de la Computación e InformaciónComputers and EducationAdventure-Based Educational GamesDesign Tools and TechniquesModelling LanguageIn the last years, the growth of serious games has been continuous. This kind of games have been successfully exploited in different areas, so they have been designed with extremely varied features according to the particular necessities of their ‘serious’ purpose. One of the most prolific application areas is the education (educational serious games). Besides, one of the genres that probably better suits to this type of games is the adventure, given the relevance of the narrative in this genre. However, in spite of the powerful tool that this kind of video games has proved to be in the classroom, a few methodological efforts have been conducted in order to involve pedagogues or educators in the design loop of these games or, one step further, include students in the co-design process to promote learning through design as a context. With this main objective, this paper presents a set of metamodels that could facilitate the conceptual design of this type of games. To this end, a complete graphical notation based on the UML standard (with adaptations) is defined for representing the components of this type of games; having in mind to improve the collaboration between the team of pedagogues/students and the technical team during the design process. Finally, the design diagrams defined during the production of a specific serious game, titled Uranus, are illustrated, in order to show the feasibility of the proposal. In addition, a validation experience was conducted with pedagogues and computer engineering students in order to test the value of the proposed graphic notation to design educational games.2021-05info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionhttp://purl.org/coar/resource_type/c_6501info:ar-repo/semantics/articuloapplication/pdfhttps://digital.cic.gba.gob.ar/handle/11746/11559enginfo:eu-repo/semantics/altIdentifier/doi/10.1016/j.entcom.2021.100429info:eu-repo/semantics/openAccesshttp://creativecommons.org/licenses/by-nc-sa/4.0/reponame:CIC Digital (CICBA)instname:Comisión de Investigaciones Científicas de la Provincia de Buenos Airesinstacron:CICBA2025-09-29T13:40:17Zoai:digital.cic.gba.gob.ar:11746/11559Institucionalhttp://digital.cic.gba.gob.arOrganismo científico-tecnológicoNo correspondehttp://digital.cic.gba.gob.ar/oai/snrdmarisa.degiusti@sedici.unlp.edu.arArgentinaNo correspondeNo correspondeNo correspondeopendoar:94412025-09-29 13:40:18.123CIC Digital (CICBA) - Comisión de Investigaciones Científicas de la Provincia de Buenos Airesfalse
dc.title.none.fl_str_mv A Novel UML-Based Methodology for Modeling Adventure-Based Educational Games
title A Novel UML-Based Methodology for Modeling Adventure-Based Educational Games
spellingShingle A Novel UML-Based Methodology for Modeling Adventure-Based Educational Games
De Lope, Rafael P.
Ciencias de la Computación e Información
Computers and Education
Adventure-Based Educational Games
Design Tools and Techniques
Modelling Language
title_short A Novel UML-Based Methodology for Modeling Adventure-Based Educational Games
title_full A Novel UML-Based Methodology for Modeling Adventure-Based Educational Games
title_fullStr A Novel UML-Based Methodology for Modeling Adventure-Based Educational Games
title_full_unstemmed A Novel UML-Based Methodology for Modeling Adventure-Based Educational Games
title_sort A Novel UML-Based Methodology for Modeling Adventure-Based Educational Games
dc.creator.none.fl_str_mv De Lope, Rafael P.
Medina Medina, Nuria
Urbieta, Matías
Lliteras, Alejandra Beatriz
Mora García, Antonio
author De Lope, Rafael P.
author_facet De Lope, Rafael P.
Medina Medina, Nuria
Urbieta, Matías
Lliteras, Alejandra Beatriz
Mora García, Antonio
author_role author
author2 Medina Medina, Nuria
Urbieta, Matías
Lliteras, Alejandra Beatriz
Mora García, Antonio
author2_role author
author
author
author
dc.subject.none.fl_str_mv Ciencias de la Computación e Información
Computers and Education
Adventure-Based Educational Games
Design Tools and Techniques
Modelling Language
topic Ciencias de la Computación e Información
Computers and Education
Adventure-Based Educational Games
Design Tools and Techniques
Modelling Language
dc.description.none.fl_txt_mv In the last years, the growth of serious games has been continuous. This kind of games have been successfully exploited in different areas, so they have been designed with extremely varied features according to the particular necessities of their ‘serious’ purpose. One of the most prolific application areas is the education (educational serious games). Besides, one of the genres that probably better suits to this type of games is the adventure, given the relevance of the narrative in this genre. However, in spite of the powerful tool that this kind of video games has proved to be in the classroom, a few methodological efforts have been conducted in order to involve pedagogues or educators in the design loop of these games or, one step further, include students in the co-design process to promote learning through design as a context. With this main objective, this paper presents a set of metamodels that could facilitate the conceptual design of this type of games. To this end, a complete graphical notation based on the UML standard (with adaptations) is defined for representing the components of this type of games; having in mind to improve the collaboration between the team of pedagogues/students and the technical team during the design process. Finally, the design diagrams defined during the production of a specific serious game, titled Uranus, are illustrated, in order to show the feasibility of the proposal. In addition, a validation experience was conducted with pedagogues and computer engineering students in order to test the value of the proposed graphic notation to design educational games.
description In the last years, the growth of serious games has been continuous. This kind of games have been successfully exploited in different areas, so they have been designed with extremely varied features according to the particular necessities of their ‘serious’ purpose. One of the most prolific application areas is the education (educational serious games). Besides, one of the genres that probably better suits to this type of games is the adventure, given the relevance of the narrative in this genre. However, in spite of the powerful tool that this kind of video games has proved to be in the classroom, a few methodological efforts have been conducted in order to involve pedagogues or educators in the design loop of these games or, one step further, include students in the co-design process to promote learning through design as a context. With this main objective, this paper presents a set of metamodels that could facilitate the conceptual design of this type of games. To this end, a complete graphical notation based on the UML standard (with adaptations) is defined for representing the components of this type of games; having in mind to improve the collaboration between the team of pedagogues/students and the technical team during the design process. Finally, the design diagrams defined during the production of a specific serious game, titled Uranus, are illustrated, in order to show the feasibility of the proposal. In addition, a validation experience was conducted with pedagogues and computer engineering students in order to test the value of the proposed graphic notation to design educational games.
publishDate 2021
dc.date.none.fl_str_mv 2021-05
dc.type.none.fl_str_mv info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
http://purl.org/coar/resource_type/c_6501
info:ar-repo/semantics/articulo
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status_str publishedVersion
dc.identifier.none.fl_str_mv https://digital.cic.gba.gob.ar/handle/11746/11559
url https://digital.cic.gba.gob.ar/handle/11746/11559
dc.language.none.fl_str_mv eng
language eng
dc.relation.none.fl_str_mv info:eu-repo/semantics/altIdentifier/doi/10.1016/j.entcom.2021.100429
dc.rights.none.fl_str_mv info:eu-repo/semantics/openAccess
http://creativecommons.org/licenses/by-nc-sa/4.0/
eu_rights_str_mv openAccess
rights_invalid_str_mv http://creativecommons.org/licenses/by-nc-sa/4.0/
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dc.source.none.fl_str_mv reponame:CIC Digital (CICBA)
instname:Comisión de Investigaciones Científicas de la Provincia de Buenos Aires
instacron:CICBA
reponame_str CIC Digital (CICBA)
collection CIC Digital (CICBA)
instname_str Comisión de Investigaciones Científicas de la Provincia de Buenos Aires
instacron_str CICBA
institution CICBA
repository.name.fl_str_mv CIC Digital (CICBA) - Comisión de Investigaciones Científicas de la Provincia de Buenos Aires
repository.mail.fl_str_mv marisa.degiusti@sedici.unlp.edu.ar
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