Educational Serious Games as a Service: Challenges and Solutions
- Autores
- Sandí Delgado, Juan Carlos; Bazán, Patricia
- Año de publicación
- 2019
- Idioma
- inglés
- Tipo de recurso
- artículo
- Estado
- versión publicada
- Descripción
- Cloud computing is a distributed computing technology that facilitates access to the resources in a dynamic, scalable and highly available manner. One of its service models is SaaS (Software as a Service) which allows executing Web applications in a flexible and elastic way while offering collaborative characteristics. The integration of SaaS in educational environments promotes academic performance and facilitates knowledge management, allowing for storage, exchange, access and synchronization of information. On the other hand, educational serious games promote among the people involved: collaboration, communication, social abilities, critical thinking and problem solving. The main objective of this investigation is to analyze the challenges that SaaS, with its collaborative and multitenancy characteristics present to the execution of educational serious games. This is named ESGaaS - Educational Serious Games as a Service. The analysis was developed based on a review of the existing literature through the methodology known as Systematic Mapping Studies (SMS) which facilitated the generation of investigation questions, search strategies, key words and inclusion and exclusion criteria applied to identify articles in several sources. This investigation facilitated the development of a list of functional characteristics that the educational serious games will acquire when used as software for service.
La computación en la nube es una tecnología de computación distribuida que ofrece acceso a los recursos de manera dinámica, escalable y con alta disponibilidad. Uno de sus modelos de servicio, es el SaaS (Software as a Service) que permite ejecutar aplicaciones Web de manera flexible y elástica, además de ofrecer características colaborativas. La integración del SaaS en los entornos educativos potencia el rendimiento académico y facilita la gestión del conocimiento permitiendo almacenar, intercambiar, acceder y sincronizar información. Por su parte los juegos serios educativos potencian, entre los involucrados, la colaboración, comunicación, habilidades sociales, pensamiento crítico y resolución de problemas. El objetivo principal de esta investigación consistió en analizar los retos que SaaS, con sus características colaborativas y multiinquilino, ofrece a la ejecución de juegos serios educativos, lo cual denominamos ESGaaS – Juegos Serios Educativos como Servicio. El análisis fue realizado a partir de una revisión de literatura existente a través de la metodología denominada Systematic Mapping Studies (SMS) la cual permitió generar preguntas de investigación, estrategias de búsqueda, palabras claves y criterios de inclusión y exclusión que fueron aplicadas para localizar artículos en diversas fuentes. Como resultado del trabajo se elabora una lista de características funcionales que los juegos serios educativos adquirirían al ser utilizados como software como servicio.
Facultad de Informática - Materia
-
Ciencias Informáticas
Argentina
Costa Rica
juegos serios
juegos serios educativos
computación en la nube
software como servicio
multi-inquilino
serious games
educational serious games
cloud computing
software as a service
multi-tenant - Nivel de accesibilidad
- acceso abierto
- Condiciones de uso
- http://creativecommons.org/licenses/by/4.0/
- Repositorio
- Institución
- Universidad Nacional de La Plata
- OAI Identificador
- oai:sedici.unlp.edu.ar:10915/74464
Ver los metadatos del registro completo
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Educational Serious Games as a Service: Challenges and SolutionsJuegos serios educativos como servicio: retos y desafíosSandí Delgado, Juan CarlosBazán, PatriciaCiencias InformáticasArgentinaCosta Ricajuegos seriosjuegos serios educativoscomputación en la nubesoftware como serviciomulti-inquilinoserious gameseducational serious gamescloud computingsoftware as a servicemulti-tenantCloud computing is a distributed computing technology that facilitates access to the resources in a dynamic, scalable and highly available manner. One of its service models is SaaS (Software as a Service) which allows executing Web applications in a flexible and elastic way while offering collaborative characteristics. The integration of SaaS in educational environments promotes academic performance and facilitates knowledge management, allowing for storage, exchange, access and synchronization of information. On the other hand, educational serious games promote among the people involved: collaboration, communication, social abilities, critical thinking and problem solving. The main objective of this investigation is to analyze the challenges that SaaS, with its collaborative and multitenancy characteristics present to the execution of educational serious games. This is named ESGaaS - Educational Serious Games as a Service. The analysis was developed based on a review of the existing literature through the methodology known as Systematic Mapping Studies (SMS) which facilitated the generation of investigation questions, search strategies, key words and inclusion and exclusion criteria applied to identify articles in several sources. This investigation facilitated the development of a list of functional characteristics that the educational serious games will acquire when used as software for service.La computación en la nube es una tecnología de computación distribuida que ofrece acceso a los recursos de manera dinámica, escalable y con alta disponibilidad. Uno de sus modelos de servicio, es el SaaS (Software as a Service) que permite ejecutar aplicaciones Web de manera flexible y elástica, además de ofrecer características colaborativas. La integración del SaaS en los entornos educativos potencia el rendimiento académico y facilita la gestión del conocimiento permitiendo almacenar, intercambiar, acceder y sincronizar información. Por su parte los juegos serios educativos potencian, entre los involucrados, la colaboración, comunicación, habilidades sociales, pensamiento crítico y resolución de problemas. El objetivo principal de esta investigación consistió en analizar los retos que SaaS, con sus características colaborativas y multiinquilino, ofrece a la ejecución de juegos serios educativos, lo cual denominamos ESGaaS – Juegos Serios Educativos como Servicio. El análisis fue realizado a partir de una revisión de literatura existente a través de la metodología denominada Systematic Mapping Studies (SMS) la cual permitió generar preguntas de investigación, estrategias de búsqueda, palabras claves y criterios de inclusión y exclusión que fueron aplicadas para localizar artículos en diversas fuentes. Como resultado del trabajo se elabora una lista de características funcionales que los juegos serios educativos adquirirían al ser utilizados como software como servicio.Facultad de Informática2019-04info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionArticulohttp://purl.org/coar/resource_type/c_6501info:ar-repo/semantics/articuloapplication/pdf66-80http://sedici.unlp.edu.ar/handle/10915/74464enginfo:eu-repo/semantics/altIdentifier/issn/1666-6038info:eu-repo/semantics/altIdentifier/doi/10.24215/16666038.19.e07info:eu-repo/semantics/openAccesshttp://creativecommons.org/licenses/by/4.0/Creative Commons Attribution 4.0 International (CC BY 4.0)reponame:SEDICI (UNLP)instname:Universidad Nacional de La Platainstacron:UNLP2025-09-29T11:12:47Zoai:sedici.unlp.edu.ar:10915/74464Institucionalhttp://sedici.unlp.edu.ar/Universidad públicaNo correspondehttp://sedici.unlp.edu.ar/oai/snrdalira@sedici.unlp.edu.arArgentinaNo correspondeNo correspondeNo correspondeopendoar:13292025-09-29 11:12:47.366SEDICI (UNLP) - Universidad Nacional de La Platafalse |
dc.title.none.fl_str_mv |
Educational Serious Games as a Service: Challenges and Solutions Juegos serios educativos como servicio: retos y desafíos |
title |
Educational Serious Games as a Service: Challenges and Solutions |
spellingShingle |
Educational Serious Games as a Service: Challenges and Solutions Sandí Delgado, Juan Carlos Ciencias Informáticas Argentina Costa Rica juegos serios juegos serios educativos computación en la nube software como servicio multi-inquilino serious games educational serious games cloud computing software as a service multi-tenant |
title_short |
Educational Serious Games as a Service: Challenges and Solutions |
title_full |
Educational Serious Games as a Service: Challenges and Solutions |
title_fullStr |
Educational Serious Games as a Service: Challenges and Solutions |
title_full_unstemmed |
Educational Serious Games as a Service: Challenges and Solutions |
title_sort |
Educational Serious Games as a Service: Challenges and Solutions |
dc.creator.none.fl_str_mv |
Sandí Delgado, Juan Carlos Bazán, Patricia |
author |
Sandí Delgado, Juan Carlos |
author_facet |
Sandí Delgado, Juan Carlos Bazán, Patricia |
author_role |
author |
author2 |
Bazán, Patricia |
author2_role |
author |
dc.subject.none.fl_str_mv |
Ciencias Informáticas Argentina Costa Rica juegos serios juegos serios educativos computación en la nube software como servicio multi-inquilino serious games educational serious games cloud computing software as a service multi-tenant |
topic |
Ciencias Informáticas Argentina Costa Rica juegos serios juegos serios educativos computación en la nube software como servicio multi-inquilino serious games educational serious games cloud computing software as a service multi-tenant |
dc.description.none.fl_txt_mv |
Cloud computing is a distributed computing technology that facilitates access to the resources in a dynamic, scalable and highly available manner. One of its service models is SaaS (Software as a Service) which allows executing Web applications in a flexible and elastic way while offering collaborative characteristics. The integration of SaaS in educational environments promotes academic performance and facilitates knowledge management, allowing for storage, exchange, access and synchronization of information. On the other hand, educational serious games promote among the people involved: collaboration, communication, social abilities, critical thinking and problem solving. The main objective of this investigation is to analyze the challenges that SaaS, with its collaborative and multitenancy characteristics present to the execution of educational serious games. This is named ESGaaS - Educational Serious Games as a Service. The analysis was developed based on a review of the existing literature through the methodology known as Systematic Mapping Studies (SMS) which facilitated the generation of investigation questions, search strategies, key words and inclusion and exclusion criteria applied to identify articles in several sources. This investigation facilitated the development of a list of functional characteristics that the educational serious games will acquire when used as software for service. La computación en la nube es una tecnología de computación distribuida que ofrece acceso a los recursos de manera dinámica, escalable y con alta disponibilidad. Uno de sus modelos de servicio, es el SaaS (Software as a Service) que permite ejecutar aplicaciones Web de manera flexible y elástica, además de ofrecer características colaborativas. La integración del SaaS en los entornos educativos potencia el rendimiento académico y facilita la gestión del conocimiento permitiendo almacenar, intercambiar, acceder y sincronizar información. Por su parte los juegos serios educativos potencian, entre los involucrados, la colaboración, comunicación, habilidades sociales, pensamiento crítico y resolución de problemas. El objetivo principal de esta investigación consistió en analizar los retos que SaaS, con sus características colaborativas y multiinquilino, ofrece a la ejecución de juegos serios educativos, lo cual denominamos ESGaaS – Juegos Serios Educativos como Servicio. El análisis fue realizado a partir de una revisión de literatura existente a través de la metodología denominada Systematic Mapping Studies (SMS) la cual permitió generar preguntas de investigación, estrategias de búsqueda, palabras claves y criterios de inclusión y exclusión que fueron aplicadas para localizar artículos en diversas fuentes. Como resultado del trabajo se elabora una lista de características funcionales que los juegos serios educativos adquirirían al ser utilizados como software como servicio. Facultad de Informática |
description |
Cloud computing is a distributed computing technology that facilitates access to the resources in a dynamic, scalable and highly available manner. One of its service models is SaaS (Software as a Service) which allows executing Web applications in a flexible and elastic way while offering collaborative characteristics. The integration of SaaS in educational environments promotes academic performance and facilitates knowledge management, allowing for storage, exchange, access and synchronization of information. On the other hand, educational serious games promote among the people involved: collaboration, communication, social abilities, critical thinking and problem solving. The main objective of this investigation is to analyze the challenges that SaaS, with its collaborative and multitenancy characteristics present to the execution of educational serious games. This is named ESGaaS - Educational Serious Games as a Service. The analysis was developed based on a review of the existing literature through the methodology known as Systematic Mapping Studies (SMS) which facilitated the generation of investigation questions, search strategies, key words and inclusion and exclusion criteria applied to identify articles in several sources. This investigation facilitated the development of a list of functional characteristics that the educational serious games will acquire when used as software for service. |
publishDate |
2019 |
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